Punishing / Whiff punishing: 4/4 mid 40 no meter, high 40 low 50 one meter
Anti-Air / Cross-Up defense: 3/4 stand jab, axe, d4 and d1 situational. eh Choke on crossover and shoulder gets him out completely
Air Control 2/4 maybe arrows on jump but eh lightning is thumbs up
Air to Air: 3/4 jump punch or kick to shoulder, or to jab juggle to corner for mid 20s and eh lightnng set up
Damage: 4/4 great damage some of the highest without a true reset. Traps cause opponents to make mistakes.
Offense: 3/4 has trouble getting in sometimes...Needs patients to win. Pick your moments for big damage
Miscellaneous (Resets, Unbreakables, hitbox size, etc): 1/4 big hitbox, only one corner reset, no unbreakables, limited specials
Wake-up Attacks: 2/4 shoulder and axe, eh shoulder and eh axe shoulder is duck able for full punish...axe is safe
Defense (How well a character can defend from and escape frame-traps, armor moves, invincibility, etc.) : 2/4 eh shoulder/shoulder is best move. Good down 1 for cancel into axe to create space...very fast d3
Mobility: 2/4 doesn't move very well except for unsafe shoulder
Footsies: 3/4 great footsies with 1221, f3, d4, standing 4 and specials
Corner Game: 3/4 can be very dangerous in the corner with a reset for block string pressure, no meter 49% combos, and f3 to stuff wakeups
Zoning: 2/4 reflect, shoulder, lightning.
Counter-Zoning: 2/4. Same as zoning
Meter Game (How it effects the neutral game, building meter, x-ray, etc.): builds ton of meter with chip and pressure. With meter you can't keep nw out...without meter nw struggles to get in. Doesn't need X-ray, eh litning can give nw 60-70 damage with one meter if trap works.