Way too often in here we concentrate on “My character sucks” or “My character isn’t as good as XYZ character” or “Well, that situation isn’t as good as you think it is for my character because ABC.”
Let’s spread a LITTLE positivity and remind people why they actually play who they play. As probably one of the more well known complainers I’ll start:
Only 2 Rules: No “but it’s not as good as character XYZ’s” or "It’s pretty good BUT it has these downsides. (Even if they are totally fair or legitimate gripes!)
Good damaging long reaching meterless whiff punishes.
F+MP is one of the best command normals in the entire game.
B+MP is one of the best normal move anti airs, pretty much a shoe in for top 10.
crLK is I think tied for the farthest reaching 3F normal in the game.
Almost every single normal has a use for SOMETHING.
Huge variety of anti air normals, not tied to one move which can make it tough to jump in on him.
Really big hitboxes on his normals, rarely just has a move flat out stuffed during footsies, usually he either gets counterhit or it trades. Trades are often in his favor too.
EX Badstone is a really solid special move.
Gains probably the most new options out of a counterhit of any character. Not just a 25% additional damage on one hit and maybe 1 situational new link. Landing a counterhit sHP opens up multiple new combos that can increase his overall damage potential to the point it’s on par with the highest damage characters in the game. Counterhit F+MP opens up new high damage combos. CH crMP and crHP also open up new combos.
Doesn’t really rely on meter for offense.
One of the best focus attacks in the game.
One of the best crLPs in the game.
fjHK is one of the farther reaching jump ins in the game and has a ton of active frames.
NJ MP has a great hitbox and good active frames making it a solid pressure tool as well as air 2 air.
NJ HP has a ton of active frames, is a good air 2 air as it does 120 damage and on trade you get a knockdown. It also is a good pressure tool thanks to hitbox position.
Back Throw is an easy safe jump.
Has some really good moves for OSing with crMK, F+HK and EX Ruffian kick covering a lot of stuff.
Ultra 2 punishes quite a number of things many others can’t punish as it’s a 7F startup. Also has a huge overlap of invincibility frames with 7F startup but 14F invincibility!
One of the farthest reaching overheads in the game.
Can potentially cross up using his heavy jump attacks.
Most of his normals are setup so they are perfect for tic throws thanks to being +1 on block he doesn’t have to delay his throw at all as it will catch the opponent on the earliest frame they can be thrown.
Some of the best normals overall in terms of hitbox size, cancelability, utility, and active frames.
sMP is easily one of the best normals in the game PERIOD.
F+MP is one of the strongest command normals around. Active frames for days, moves her quite far foward, and has an amazing hitbox.
EX Hayate is an incredible special move.
Some of the best corner carry in the game.
Incredible damage and stun output.
Has the ability to alter jump arc with a move that also can lead directly into ultra at no additional cost.
Has a great command throw. (just having a command throw PERIOD is pretty awesome in this game, add in a 5F command throw with armor? f’ yeah.)
One of the farthest karas in the game with F+LK.
Forward and backdash are bonkers good.
One of the best jumping attacks period with angle jump HP. Great hitbox, good damage, has juggle potential, can instant overhead, good for jump ins AND air to airs.
One of the few characters who can combo out of an overhead on crouching opponents.
Her overhead has a pretty crazy hitbox
Ultra 1 is one of the fastest ultras in the game.
Ultra 2 is one of the better anti projectile ultras in the game. It can counter even some of the fastest recovery fireballs from full screen.
Builds meter very well
ALL of her EX Moves are great.
Probably the strongest set of reset options in the game.
A reset can easily lead to basically a 2 touch kill vs most of the cast.
Great focus attack.
sHK is godlike. Tons of active frames, one of the only normals in the game that does more than 200stun. Has an incredible hitbox, and it’s still +on hit and safe on block.
Great anti air options with crMK, crHK, sMP, sMK, sHP, and Fukiage.
Has great pressure and mixups.