เป็นกระทู้เกี่ยวกับการให้คะแนน ด้านต่างๆของตัวละครนะครับ
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www.tekkenzaibatsu.comLarsPunishment: 4.5/5
Standing:
-10: 11 (? dmg, +?)_12 (? dmg, +6?)_21 (? dmg, +3?)
-12: f21[~f, SE] (? dmg, +?)_f24 (? dmg, KND)
-13: f1+4 (? dmg, KND)
-14: fb+21 (launch into B!)
-15: f1+2 (launch)
-16: uf+3 (launch)
-23: uf n 4 (launch)_UF~4? (launch)
-25: uf+4 (launch)
FC:
-11: ws4 (? dmg, +6?)
-13: ws21 (? dmg, +1OC)
-15: ws1[~f,SE] (launch)
One of the best punishers in the game, other than having average jab punishers, he excels everywhere else. f24 is one of the best -12 punishers in the game, it has insane amount of range, and can punish moves such as Steve's dck2 with a very high consistency rate. He's also one of the few to have a 14f launcher. Though his f1+2 has pretty weak range, it still has more than an average hopkick. uf+3 also has more range than it might seem, it can punish moves like Lee's BK and Bryan's ws1 consistently.
Also having a ws21 for -13s from FC is very solid as well. As well as having 15f launchers from both FC and standing.
Offense: 4.5/5
The forgotten son of the King-of-mids, truly carries on the legacy. Lars has a great plethora of mid... pokes from df1, ws2, ws4, db21, b21, etc... All of which are safe as well. He also has a great ranged b1 homing move that can be used as a poke as well, though other than b1 and other than his other b1+2 homing move his tracking is not that great. Though no great +f mids like Kaz/Hei's f4, other than his slash kick.
As for low pokes he really does not have too much. d3, db1, fc df1+2, d4, is about all the low pokes he has. Other than fc df1+2, all the other lows does around 10 dmg. db1 luckily has an extension, though it is high, thus means death on block. So for the sake of more dmg, one can use db13 and risk a launch when need be. Also none of his low pokes will further his momentum, since all of them are negative on hit, other than fc df1+2 which is +2. db4 could be used for +4~5OC frame advantage, but it comes with HIGH risk, since it staggers on block and at least -20ish.
For the heavy duty mixup moves he has ff43 for his big low. ff43 does a bit more than throw dmg, around 40 dmg or so. It does stagger on block, and it does leave them standing, though it does also do more dmg than Kaz's hs1. One can basically look at this as a big dmg low with a downside of no knd and -2 on hit. For his mid mixup he can use ff2[~f] which is a pure 50/50 on the defender's part since there's is not even a hint of an animation clue to look for between ff2_ff43. ff2 is -13 on block, but gives a big juggle on hit which leads to a good 40~45% of dmg. He also can use d1+2 for a big low, though it is very slow and opponents may catch onto the animation quickly. SE2_SE3 can also be used for a mid low mixup, though this stance cannot be entered manually, and has to be done off of a previous move. SE2 is a big knd low, though nothing is guaranteed on hit, and -18 on block. While SE3 is a mid kick launcher that's -14 on block that gives a full combo. Sticking with ff2_ff43 is much more easily accessible and rewarding.
Lars also has a unique animation throw like Law's f2+3 run-up throw. uf3+4* does average throw dmg, but does not have an arm animation, rather he front flips over you grabbing you in the process. The break window is somewhat big however and is broken in a very nontraditional throw break manner, by pressing db_d_df. Other than that throw, his throw game is pretty average. He does have his own interpretation of a iSW, but he doesn't have a GS to mix it up with, so the arm animation is always going to result in the same break.
Whiff Punishment: 4/5
From close range he has: f24, f1+4, and f1+2. Though from the side or BTed f1+2 does not give a full juggle, due to it being a stun rather than a "launch." From mid range he has: fb21 and uf3, which are both launch punishable. uf3 may be a good ranged whiff punisher, but miss time it and it's -21 for your opponent's liking, though it does leave him in FC after the first 13f. From far range he has uf4, but can't really whiff punish a move with this, unless it was VERY anticipated and just thrown out at a certain range due to it being 25+ frames, not really a WHIFF punisher. If Lars had safer options from mid range he would clearly be a 5 out of 5.
Keep Out/Panic: 4/5
Though Lars may have his own take on Bryan's uf4, it is far worse than Bryan's on whiff. Lars whiffing an uf4 leaves him very vulnerable, leaving him susceptible to launchers. Though it is a very damaging, safe-on-block, low crush move.
He does have a fair deal of moves that goes under jabs only, such as df1, 1+2, db2, and df2; though these moves aren't very reliable vs beefier high hitbox moves. His db1+2 and b1+2 both have slight backward evasive properties. db1+2 on CH even gives a full juggle, slight problem with db1+2 is it's only evasive for about the first third of the animation, while the rest HE is susceptible to getting CHed. While b1+2 is around -12, though it is a homing move. His other b1 homing move is actually quite nice being at 15f and tracking both ways with an INSANE amount of range, actually really really good for a keepout move since it has so much horizontal range as well, though no bonus for CH.
His 111_f123 are not NCc's, nor does he really have a CH NCc string at all. No magic 4 neither, though he does have a 15f df2 that gives a combo on CH that has slight high crush frames in the middle of the animation. uf3 being the hail-mary of all his moves, as it does high/low crush, though has to be used with much caution since it's launch on block, but it's always something that the opponent has to look out for. Same goes for db4 being used as a high crush keepout move, is very risky since it doesn't sweep until CH and on regular hit only leaves the opponent at a disadvantage, while on block he's dead.
Oki: 2/3
Lars doesn't have a mid that hits grounded, though he does have a fair amount of lows that do. His oki after throws is decent, some of them setup of nicely for nice backroll catches.
Damage: 5/5
Lars is a damage inducing beast. All of his juggles outside of fb21 launcher combos will easily do 40%. One of the most dmging wall combos in the game after a mid-high wall splat, anything that involves the wall with Lars will do a good deal of dmg. Though a list of dmges on his combos can't be given at the time (due to the fact that namco didn't release official dmges for Lars). Here's a brief idea of what he can do.
- f1+2, db2, db21, fb21, B!, uf3, W!, df1, db21, f1+4 (around 50+%)
- uf4, f123~d, DE12, W!, DE1+2, B!, df1, db21, f1+4 (easily around 60%)
- CH df2, DE2, db21, fb21, B!, uf3, W!, df1, db21, f1+4
You get the idea, anything that involves his full wall combo is going to produce a grip of dmg.
Overall Rating: 24/28
BrucePunishment: 4/5
Standing:
-10: 12 ( dmg, +7)_143 ( dmg, )
-11: b+12 ( dmg, +2)
-12: f+24 ( dmg, knd)
-15: df+2_uf+4 (launch)
-17: f1+2 ( dmg, knd)_b+2 ( dmg, knd)
-19: bf+4 (launch)
-23: uf n 4 (launch)
FC:
-11: ws+4 ( dmg, +5)
-13: ws+21 ( dmg, knd)
-15: uf+4 (launch)
He's got a really strong jab punisher, knd 12f punisher, 15f generic launcher, so he's got all the top points for standing punishers. If he just had a 14f launcher from standing easily a 5. Since he already has a 13f ws punisher which is better average.
Offense: /5
Bruce has gotten some upgrades, with cd3 only being -12 now and with a huge mid option of cd2 though -14 which is risky against a small handful of characters. db3+4 has also got an upgrade with it only being -11 now, and +3 on hit, while on CH it still gives a full juggle. bf4 still as good as ever, -10 with good pushback, and it's a class 1 launcher.
LiliPunishment: 4/5
Standing:
-10: 12 (22 dmg, +8)_ 24 (32 dmg, KND)
-12: 1+2 (30 dmg, KND)_ 41 (27 dmg, +?)
-13: f2 (16 dmg, +0)
-14: f1+2 (20 dmg, +3OC)
-15: 3 (16 dmg)_ uf3 (launch)
-16: df2 (launch)
-17: f4 (24 dmg, KND)
-18: d3+4 (launch)
-23: ufn4_3 (launch)
FC:
-11: ws4 (21 dmg, KND)
-15: uf3 (launch)
-16: ws3[4] (launch)
-17: ws2[~b] (launch)
-23: ufn4_3 (launch)
2,4 is a really good new 10f punisher, since it KNDs and wall splats, 41 being a NC also helps her slightly longer ranged 12f punishes, f2 for those semi-pushback -13 moves, f1+2 if it was one frame worse than 13, and a 15f standing launcher.
From FC she has a ws4 that covers things up til -14. With a ws2 for BIG dmg off anything -17 or worse on block. If she had a 13f ws move that did good dmg, she'd easily be a 5.
Offense: 3.5/5
A slightly improved offensive game with df3 being +3 and leaving opponents in FC, and qcf3+4, a high/low crush move, that leaves Lili at +6. Along with simple yet effective pokes. Her tracking isn't too bad either, like in previous versions. Her df4 tracks very well to her right, and d3 covers her left, not to mention that her f3 homing move is still safe and knds. For her mixup game she has ff4 for a relatively safe (-13), okay damage low, and leaves her at +2. ff4 mixed up with ff3 is a deadly mixup, since it's around the same frames and no noticeable animation to look out for, also ff3 is safe anyways, granted she had momentum before implementing the mixup since she can get jabbed out of the air. She also got an upgraded db4, which now juggles like Bryan's snake edge, so she gets ridiculous dmg off of this, though see-able by some, it may be tough to get around for those who can't see it on reaction. Also with db3+4 giving a knd again, since t6, it's also another arsenal in bag of tools to use. Overall solid pressure game, relatively safe and rewarding mixups, and much improved on tracking/low game.
Whiff Punishment: 4/5
For quick sidestep punishes she has 2,4 which is especially good near a wall, since even at range 3 from the wall she can get 2,4, W!, df3, B! etc. uf3 is one of the better ranged hopkicks in the game. qcf12 for those range 3ish whiffs. df2 for those anticipated ss whiffs, along with ss d3+4. Gets to someones side and she can do 12, 1+2 which is free, and if they did not turn around in between the 12 and 1+2 the 1+2 if hit from the side, can't be rolled back which gives a free ff4 or whatever ground hit preferred.
Keep Out/Panic: 3/5
Everything is a crush move that could potentially lead into big dmg. d3+4_db4 are both ridiculously risky, yet very rewarding high crush/sometimes even MID crushing launchers that lead into about half their life. With a df3+4 as a safe low crush move, which active hit frames stays open for quite a while, the funky part about this move is that it sometimes crushes JABS as well. db3 is also another high crush that leads into a full launcher on CH now, much like Jin's db3 in T6. Also a 14f f1+2 which on CH gives a free ff4 isn't too bad for a quick mid.
One really safe option for Lili for going under highs and even some mids is hit confirm qcf1,2. Lili's qcf on it's own goes under quite a good deal amount of moves, with a hit confirm qcf12 that can come out of it, it's potentially very dangerous, especially near a wall.
Oki: 3/3
Great options after nearly all her throws. B! enders such as df3+4,3+4 and ff3,3+4 leaves opponents spiked for some more oki juice. df3+4,3+4 leaves her BTed, while BTed d3 will hit grounded and siderolls, if they decided to get up and block low BT 1+2 is a safe mid launcher. ff3,3+4 only really option for quickstand is d4, though she can go straight in a ff4 mixup from here.
LeePunishment: 3.5/5
Standing:
-10: 124 ( dmg, -2)_ 21 ( dmg, +6)
-11: f4 ( dmg, +)_ 43 ( dmg, -3)
-14: b24 ( dmg,)_ f21 ( dmg, KND)
-15: b1:1:2 ( dmg, KND)_df2 (launch)_uf4 (launch)_f333334 ( dmg, KND)
-17: ff3 ( dmg, KND)
-23: ufn4 (launch)
FC:
-10: ws33 ( dmg, -8OC)
-11: ws4 ( dmg, +5)
-14: ws23 (pseudo-launch)
-15: u~uf4? (launch)
-19: FC~uf4 (launch)
-23: ufn4 (launch)
A slightly better than average jab punisher, decent 11f punishers, though nothing that knds at 12~13f. Lee does have f21 at 14f though, and a 15f standing launch. Those moves with a slightly more pushback he has b1:1:2 that does a fair amount damage.
ws33 is quite good for a -10 FC punisher. ws23 is also good for a 14f FC punisher though it really isn't a launcher, unless there's a wall near by.
d/f+4 is a long range 13 frame punish. +2 on hit. 14 frames at the very tip but safe on block and +3 on hit in the case of becoming i14 at that range.
3,3 is another 14 frame punish. It does one more damage (on T6 calculations) than f+2,1 and leaves Lee +1. It may be that d/f+2 is i14 at its closest range, but I cannot confirm that yet (for punishing VERY close stuff, like Yoshi's 2-shit sword thing... haven't sen it blocked yet). So prolly leave that off but I'll let you know if I can confirm later... was 14~15 on the inaTekkenWiki, anyway, though is gone now. If it ends up confirmed there are still only a few -14 moves it would be able to punish because of range for those frames, like Yoshi's move or maybe Raven's ff+3.
ff+3 can actually be 16 frames as a punisher, but requires one forward buffered during the bufferable period, and requires the f+3 be hit the first frame of recovery (since we can't buffer a ff move into recovery as we can Bryan's jet upper or other f,b moves...).
u/f+4 from crouch only needs to be crouch cancelled if you're punishing a whiff after a duck. After a block or your own move's recovery, if you buffer u/f+4 into recovery and don't hold it afterwards you can get the knee and not the flip kick making it an i15 punisher from crouch.
Offense: 3/5
Lee's offense is really pretty good. d+3~4, [HMS]~d/b,B cancel is unpunishable by most launchers (-14 when cancelled like this?), and you get a free HMS 4 followup on d+3's counterhit. However, d+3 can still be hit by highs in the first 8 or 9 frames at least if the hitbox is low enough, unlike in T6. Slide games are good. It hurts when it's blocked, but gives decent damage and oki which can lead to juggles, otherwise. b+2~f,N is +1 on block, 1+2 is safe and tracks both sides, +3 on hit (crouched), and give juggle on CH (22 frames). d/b+3 is no longer launch punishable. Dragon dash to slide_WS+2,3 is a good mixup and you can sub cc,u/f+4 for the WS+2,3 for more damage or safety if they have a buff i14 punish or launch. f+2 is safe on block and if you're quick, hit confirmable to finish as f+2,1. ff+4 high crushes (though iffy sometimes) for juggle on CH.
Whiff Punishment: 4/5
His whiff punishment is not the greatest of the cast. b+1:1,2 does a good chunk and covers range, and f+2,1 is consistent with decent range. u/f+4 can't be too far off, though. Blazing kick takes about 24 frames to come out, making it a less than stellar whiff punisher. f,N+3 is decent on range as a launcher and can come out in 16 frames. Lee's sidewalking to whiff punishes are better, though. If you get the opponent's side or back you can 1,2,2,3 into follow, or d/f+3,2,3 to juggle (that one gives at least 60-70% without wall on normal settings, depending on if you got the side or back). So whiff punish range to juggles isn't great, but if you got their side or back they're taking truckloads. ff+3 is a good ranged punisher. bb+4~3, [HMS]u/f+4 if they whiffed to your backdash.
Keep Out/Panic: 5/5
As far as keepout and panic, he may have about the best in the game. He has magic 4 of course and prolly the games best juggles off it. 11 frames to over half life for that. Also, 2,2,3 is NCc. 10 frames giving near half guaranteed, or about half + oki and wakeup games. f+4 us a good, long range 11 frame poke that gives the 3 followup on CH. f+4,3 is safe ending mid, and if they block f+4 and still want to come in, delayable 3 on CH gives launch. b+4 is a great keepaway tool against many characters. Binds if they come in airborne. -3 on block, mid, pretty good range, and juggles on CH. d/f+2 unpunishable on block and can lead to about 55 or 60% life with no walls. 2+4 throw broken switches sides so you can get away from a wall.
Oki: 3/3
Juggles can be ended b+4 to spike them and leave you in an oki situation. From there d+4,N+4,(3),3, B!, ff, d/f+1, b+2~f,N,b,N+2,3 picks up if they try to kick, stand, or roll (d+4,N+4 then hit confirm). 3+4, [HMS]4 catches rolling to the side, or ff~u/b+3 to be safer. Post 1+3_2+4 throw d/f+3,2,3 catches quick standers in the back for a full juggle. ff, d,d/b+4 catches back rollers and you can run under to the front to finish a full juggle. f+3+4 is the only move I can think of in the game that will floor break even with the opponent laying perfectly still (because of the two hits, the second will consider them airborne). [CH]2,2,3 into f+3+4 is only escapable by one option (side roll), otherwise they eat it and you're left to more oki, or if they quick stand they eat it back turn and you get WS+3,3,d/f+3 and prolly WS+2,3 guaranteed. If they tried to roll, kick, or stay still and you were over a breakable floor, it ends up as [CH]2,2,3, f+3+4, FB!, d/f+3,2,3 For about 60% or so in total. His main wall combos leave him in an oki position. You can take your guaranteed damage to mixup, or d/f+1 rewalls them if they try to stand and you get another wall combo to the same situation, u/b+3 and [HMS]4 will catch rolling to the sides (u/b+3 safer), and if they stay put f+3+4, WS+3 is guaranteed there. After slide you can wakeup WS+4 to catch backrollers and it turns to a juggle on hit. d/f+1 works, too. Both are safe on block. wakeup 3 is guaranteed damage, or wakeup slide again or wakeup HMS 4 or wakeup silver tail for low options. Bind can lead to a mixup between d/b+1+2 to tech catch and late d+2 to refloat for an extended juggle (unblockable tech catch leads to full juggle).
Basically Lee has oki or great damage after every throw (side throws, too), and if you sacrifice a couple damage from the max damage enders, he also has oki to new juggle possibilities on all his normal combos, wall combos, and slides, as well as insane oki options from his 10 frame [CH]2,2,3 which does over 40% by itself.
Damage: 4/5
Finally. Damage. Overall damage output is good. All of his juggles to heaps, perhaps only second to Steve's. He also has what are likely the games furthest wall carries. About half life from CH 10 frame jab (or if there's a wall to the right). Good wall finishes that lead to oki, too. The single strongest character I can think of against the bears (but who plays the bears?).
I only had a bit of time to record a few combos. Our machines are on +2 life IIRC, so on normal settings they will drain about 17% more of the bar than they appear to in that video.
Gets massive damage from wall splat off of b+1:1 (hit confirm) 2, and f+2 (hit confirm) 1. Which are both safe when hit confirmed. Power splat, ss, 4,3,4, (w), normal wall ender is pretty easy. Slightly harder but perfectly possible is splat, ss, 4,3,4, (w), ff, b+4, B!, ss in, d/f+3,2,3, (w), d/f+1, f+4,3, d+3 IIRC this did something like 60-70% on +2 settings when I did it. So prolly a good 75%+ on normal settings. At wall WS+2,3 gives 4,u+3, f+4,3, B!, b+4, oki... or 4,u+3, f+4,3, B!, ss, b+4, u/b+3 for damage. Over half life on normal settings I believe. Gets more on an angle.
Overall Ratings: 22.5/28
StevePunishment: 2/5
Standing:
-10: 12 ( dmg, + )_112 ( dmg, +3)
-12: 21[~f, PAB_~b, FLK] ( dmg, +)
-13: df12 ( dmg, +2)_ b12 ( dmg, +)
-14: df1+2 ( dmg, KND)
-15: ff2 ( dmg, KND)
-16: db32 ( dmg, KND)
-19: uf+2 (launch)
FC:
-11: ws12 ( dmg, +2)
-15: ws2 ( dmg, +)
-17: ws1+2 (launch)
Nothing really new here, other than the dmg increase on some punishers due to the compensation for the bigger lifebars, only new addition is ws1+2 being a 17f ws launcher. Steve's punishment has never been that great, (since 5.0 at least, lol). His standing punishers are all pretty terrible, only glimmer of light that shines is that his df1+2 (SF) can punish some far pushback moves, though relatively pretty weak in dmg.
From FC his ws12 is actually one of the better 11f FC punishers, though he lacks having a 15f launcher from both FC and standing. Having finally gained a ws launcher, somewhat helps him vs some moves, such moves like Dragunov's db3 which is -18 one frame short of an uf2 launch.
Offense: 4/5
Nothing too different here from T6. PAB lockdown was slightly improved with PAB 2 now being his second homing move, a new knd low pab d2, and a couple new mids pab f2_b2. Overall he still has a 10f throw from PAB, db32 low mixup with uf2_pab df2, though it can only be viable from range 0 due to the shitty range on his db3. Still no low that gives him +f, though he has a safe d21~dck cancel option for easy low chipping. 21 was also given a slight range increase with 21~b FLK, being +4, and 21~f PAB, being around +2~3 helps his pressure game. Though other than his low chips, he doesn't really have a great reason to duck against, if a Steve is pressuring with FLK or PAB, safest option is to just block high, since FLK has no low options, and while PAB only has PAB d1, PAB d2 being react-able to.
One area that has to be mentioned is Steve's wall game. Steve has absolutely one of the most ridiculous wall games. SWY 1+2 has the option to choose which direction Steve pushes his opponents, and has a really small break window, and a deceptive break (it's a 1 break for all directions except, 180 degree wall push, which is a 1+2 break). SWY 1+2, W!, gives free 112 for good dmg, and from a fair wall push Steve gets a free qcf1~b, W!, into ridiculous dmg. Not to mention that his db32 is to be highly feared at the wall, since db32, db32 is free and from the left axis, db32, db32, W!, happens quite frequently, which can then be followed up by f21~b, db, ws12, B!, 311. Wall push, db32, qcf1,
Whiff Punishment: 4/5
ff2 for a mid to long ranged whiffs. SF for easy anywhere whiffs. Doing a backdash then manual flk will open up some space for whiffing moves as well, where then you can use flkb2 which gives a free ff2 on hit, or a flk2 into free db2. Anticipated whiffs will get eaten up by PAB uf2. uf2 is only really viable when used after a SS bait, since the range/hitbox on this is absolutely horrendous. His sways still get around a few moves though not as strong as before as DR days, still a bit improved than the T6 counterpart.
Keep Out/Panic: 5/5
This is the strongest aspect of Steve's game. Basic 3 moves are CH 121, quick and easy 10f jab keep out move; CH b1, this shit will break people into tears, 13f and about half bar every time; and CH df2, homing move that gives a full juggle on CH. With that said Steve still has some more boosts in BR, with the addition of CH FLK1d1 now being a true NCc, which can be followed up with ff2, B!, into a combo. Also still has PAB uf2 which has high/low crush frames.
Oki: 2/3
Good wakes off of throws. His 1 throw with his back towards the wall gives a free d1+2, if they tried to get up he'll get a fc jab then ws12 will be free. His 2 throw, his 1+2, and all his other throws give oki options as well. Things he doesn't have are some good spike ender options where he gets quicker recovery than the opponent to pick them up. Nor does he have a reliable mid hitting ground move, generally if you stay down his only option to do is a measly d1+2_pab d1. ff2 does hit grounded, but only on a straight axis on FDFA opponents ONLY. db2 does good dmg but it's so slow for a ground hitting low which can potentially get him launched. One thing about his oki is, if you don't understand where he can insert a 50/50 game, you could get fucked into a big B! combo. For example, dck1, if the opponent tries to quickstand or rollback, ff2, B! will catch them for a combo. While staying down after getting hit by dck1 would only risk a low chip. Same oki situations can be used for such moves as ff2, flk2, CH flk(1)f1, etc.
Damage: 5/5
Steve has always done huge dmg, this is nothing new here. Though most of his juggle dmg will come from CH launchers, when he does get a launch, it will hurt. Here's a few thing listed:
- CH b1~b, ext dck1, b1~b, flk1, f21~b, dck ws12, B!, SF [83 dmg]
- CH df2, ff2, B!, dck1, b1~b, dck ws1, f21~b, dck1 [76 dmg]
- db32, db32, W!, f21~b, ws12, B!, 311 [88 dmg]
- qcf1~b, W!, bb, db32, W!, f21~b, ws12, B!, 311 [76 dmg]
- dck2, dckf2~dck1, df1(2)1, ff2, B!, f21~b, dck1 [80 dmg]
The CH b1, CH df2, dck2 examples weren't even used with a wall around, with it Steve can dish out 60~65% easy.
Overall Rating: 22/28
LawPunishment: 4.5/5
Standing:
-10: 12 ( dmg, +)_ 112 ( dmg, +)_ 2f22 ( dmg, +)
-12: 43[~dss] ( dmg, +)_ 34 ( dmg, KND)
-14: 3+4 ( dmg, KND)
-15: df2 (launch)_ uf4 (launch)
FC:
-11: ws4 ( dmg, +)
-13: ws12 ( dmg, KND)
-15: ws2 (launch)
-23: ufn4 (launch)
Offense: 3/5
Some simple yet solid mid pokes such as df1, df4, b2, b1, ws1, ws4, etc. Let's not forget that ws1<2 has a slight hit confirm window which leads into a free grounded slide, and ff2<3 with a hit confirmable window as well. While his db3 low got quite an upgrade in BR now only being -12 where it used to be -14, and still retains his +4OC on hit. Along with d43 as simple/annoying lows, and he even got his generic d4 back which is now d3+4.
Slide/ws2 mixup still works, though both are very risky options to go for, since characters can get pretty big dmg off slide with the B! system, and ws2 pushback has been reduced. Though db44 now has been given an upgraded so that he can get pseudo combo afterwards with b43_d43.
Whiff Punishment: 3/5
Close range whiffs he's got f222_df2_uf4. Mid range he has 3+4_ff23_b12.
Keep Out/Panic: 4/5
15f df2 that tracks to his right really well, thank goodness it no longer tracks both ways. b3 homing move which has insane range, though kinda slow. CH 4 goodness into very consistent followup combo. CH b122, risky but hit confirmable after the first two hits, though b12 is jab punishable. All that along with a knd CH 123 and a hopkick.
Oki: 2/3
He's got decent oki after throws and good tools to catch rollbacks, but for the most part his ground hitting options are going to be db3, no real mid hitting option for grounded opponents. Also doesn't have a spike ender which he can apply a floater afterwards.
Damage: 4.5/5
His damage in the open is definitely just about average, nothing like 40~45% combos in the open. With a wall though he's easily a beast, especially with his extra good wall carries with 2f21+2 enders where he can then run up and f1+2, B!, df1, 4u3 or 43~dssf3 on normal to bigger characters.
Overall Ratings: 21/28