- Has solid buttons with long reach that are great for nearly any situation.
- Spirit Sword is an incredible tool for combos. Its ease of use during combos and extraordinarily high meter gain allows him to constantly use resources without much loss. Because of this, using vanish to use his sliding knockdown to the corner is negligible in most situations.
- Has a very solid and versatile combo game. 214M can be used to end nearly any conversion to a sliding knockdown. He has the ability to bring opponents to the corner with a basic j. 2H combo. He also has conversions that keeps opponents in the corner (5S > 2S causes the opponent to cross-up, allowing his 214M sliding knockdown to bring the opponent back to the corner).
- Very high damage/reward on average, even with his basic BnBs. During a 2M or 5M start, his ability to Reverse Beat into his 2L causes him to have exceptionally high damage. He can also extend his combos when he has meter or assists, which can result in a significant boost in damage.
- Supers are highly versatile. Spirit Excalibur is an amazing combo extender as it has very little recovery and hits fullscreen; use it with an assist to extend combos.
- Flexible pressure and okizeme. His 2L allows him to Reverse Beat, making his pressure very solid. 236L can cause okizeme situations with assists.
- ALLLLRIIIIIIIIIGHT!!!
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- Reliant on assists.
- Okizeme is generally unsafe without assists; requires strong reading and condition to open up opponents with competent defense.
- Has trouble approaching opponents, as he lacks a solid long range tool.
- His only low is his sweep (2M), making it slightly harder to open up the opponent.
- Many of his moves possess slow start up and long recovery times. His close range normals are on the slower side.
- His parry is a high risk/low reward option, since it is very risky to throw out if baited, and the reward isn't very good compared to the potential punish.
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