Groove Heaven
Jobber-baron
Marksman Erron Black
50/50 mix ups and pressure (5/5)
Neutral game and footsies (4/5)
Defensive options (2/5)
Zoning and anti-zoning (3/5)
Damage output (5/5)
Total Score: 19 / 25
50/50 mix ups and pressure (5/5)
EB can not only gun cancel his f13 and b33 into 2112 for a full combo, on block he can run out of gun cancel and has time to block moves as fast as Sub-Zero's EX slide. He can also rely on the mainstay of Outlaw and Gunslinger - EX sand grenade - to make him +7 even when he guesses wrong. His command grab shenanigans remain the same and his modified oki after losing the plus frames on CG is still strong
Neutral game and footsies (4/5)
Not the fastest advancing normals in the game but he has advancing normals all the same. 21122 is a great string that unfortunately starts with a high so f13 becomes a very important conditioning tool, albeit a slow one (f1 is 16 frames). Difficult to AA with him, uppercut is imo his only reliable option on pure reaction. Marksman's biggest downfall is it's unquenchable thirst for stamina, which effects his decision-making in the neutral and his pressure
Defensive options (2/5)
He may not have the range of choices for armored moves that Outlaw has access to, but he does okay for himself in a pinch. EX slide is always a good option but highly punishable. EX CG is harder to punish and has good horizontal range but whiffs in some weird situations. Basically if your opponent neutral jumps your wakeup you're done. Even when his armor connects he gets 16% tops with no full combo. His backdash is slow, doesn't go far, and wastes his precious stamina. His pokes are pretty good and can tick throw on block. With the inclusion of EX sand toss and EX tarkatan stab, I would say this is the category that Outlaw excels in, but Marksman is lacking in this department.
Zoning and anti-zoning (3/5)
Marksman actually has decent ranged options, but I wouldn't call it pure zoning. df1 (the regular sniper shot) is very slow and easy to jump and punish, but it tripguards well and EB can cancel it on reaction. Unload (db1, where he walks away and shoots 3 times) is a very confusing tool to fight against and it actually functions as a good AA if an opponent is getting restless and trying to run+jump in. Sand grenade and the 32 string round out his ranged capabilities. Basically, his "zoning" is meant to make the opponent approach on his terms. His anti-zoning is lacking, all of his projectiles have long start-up times and characters like Kenshi can punish rifle shots on block from full screen.
Damage output (5/5)
For no bar out of a f13~gun cancel, he'll hit the mid thirties. For a bar he can push it to the low-mid forties. After the command grab nerf, on a punish you'll usually be taking around 30% midscreen into a caltrops setup. When he needs to push it, he is no stranger to 40%+ combos. His damage isn't off the wall but it's very good, much better than his other 2 variations for sure
Total Score: 19 / 25