- Strong neutral options; having fast and mobile approach options with 236X and dive kicks. Very strong j.S that does not lose air momentum and is plus on block. IAD j.S has much larger reach compared to IAD j.H
- Very straightforward gameplan and low execution for basic BnBs, which are generally universal among the entire cast.
- Excels at close range; he can open up opponents easily due to having access to several lows, teleports and command grabs.
- Only assist in the game that causes a sliding knockdown. Can be used as a combo ender with conversions that generally wouldn't end with a sliding knockdown.
- Incredible ability to convert nearly any hit into a sliding knockdown. j. 214H is an excellent corner carry that allows him to set up to his high damage combos.
- Very high corner combo damage, solo and with assists. He can make excellent use of wallbounce with 236M and can extend combos with his dive kicks into assists.
- Versatile supers, as they are very easy to combo into and deal high damage. One of the few characters to have access to a level 5 finisher.
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- j.214H is his only sliding knockdown finisher and requires meter in order to have access to it.
- Has trouble dealing with strong zoning. Due to him lacking a beam, he generally has to take risks in order to close the distance for his more desirable close range prowess.
- Little to no defensive options. His only reversal is expensive and is generally risky, making it unreliable.
- High/low mixups is lacking due to his 5LLL overhead being very slow. Requires strong conditioning of opponents to use 5LLL as a solid mixup.
- Assist lacks versatility, as it generally cannot be used to extend combos. Usually only optimal as pressure tool and a combo ender.
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