- Simple core gameplan and low execution requirements for his BnBs, which are mostly universal.
- Generally regarded as having one of the best grounded neutral games, while still faring relatively well in the air. Has access to long ranged normals(2S, f. S, 6P) that have a great balance of speed and recovery. 6P is one of the best anti-airs in the game, can even be used to low profile certain ground normals from a large distance. Great long ranged specials(236H, 236K) that is safe on block in most situations, while having great reward on CH or with meter.
- High damage/reward on average with meter, even with basic BnBs.
- Has solid okizeme, with an easy way to setup safe jumps off of most, if not all hard knockdowns on the ground. With meter and the right setup, Voltec Dein setups are very potent.
- Solid pressure with his normals.
- Can extend pressure after specials as he has the unique ability to cancel any special into any other special on block(and on hit).
- Somewhat non-committal DP, as it can be cancelled on block into his other specials. Can be very annoying in some match ups for certain opponents when they don't have access to advanced safe jumps on oki, or when pressuring Sin as they might have to commit hard to make it whiff.
- Possesses a backdash that travels the furthest in the game while having invulnerability for a large portion of it. Useful for creating distance, and also useful to make DPs with large hitboxes whiff. Can be annoying to punish midscreen on his wake up.
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- Becomes a worse character the less calories he has. Eating safely requires either meter, a knockdown(which probably also require calories) or at the very least a lot of distance(which might not even matter in some match ups/with YRC).
- Generally easy to burst during the damaging part of his combos. Can be especially bad when opponents burst during low calories as he cannot safely eat after being bursted on in some match ups.
- His stronger combos and mixups usually require 50 meter and/or calories. Will have to forgo oki to refill calories at times, disrupting momentum.
- Limited gatling paths, resulting in rather predictable pressure without calories. Although he has the ability to cancel specials into specials, you are limited by how much calories you have.
- Can be difficult to convert into a knockdown from air conversions. Oki from meterless air conversions aren't strong either.
- While DP is safe on block due to special cancels, it has a poor hitbox, slow startup and requires calories to keep safe. His backdash has a large total frame count, making it not great as a defensive option in the corner/when opponent has dash momentum.
- 30f face up wake up timing.
- Close range buttons are on the slower side.
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