- Fast: Possessing the fastest dash in the game, an omnidirectional airdash, and two separate movement specials in Substitution and Store/Release Momentum, Ninja can rapidly create pressure and score hits where other characters may struggle, while constantly building meter.
- A tool for everything: Ninja has a tool to beat nearly every option an opponent has while in neutral and advantage. This is amplified at close-range, with Punch beating all offensive options and movement except for grab, and Drop Kick beating or evading all basic defensive options.
- Setplay: Sticky Bomb, Summon, and Shuriken are incredible tools to control space and force opponents into unfavorable guessing situations, frequently denying some options from being used.
- Resets: Ninja is able to use her various tools to keep pressure and extend combos, with Free Cancel enbling potent frame traps and callouts.
- High corner carry: From mid-stage, Ninja can consistently bring opponents into view of the corner from a single clean combo starter, especially on DI out. This enables her to loop pressure and constantly retain advantage.
- High reward for high risk: Ninja is the only character with moves possessing Initiative Bonus invincibility, beating offensive options outright if used before your opponent is acting. This opens the door for terrifying situations, as Ninja can simply power through a majority of aggressive options and convert into high damage combos, complementing her speed and pressure.
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- Small range (without meter): Without long range options, Ninja's threat range is the smallest in the game without dash momentum or projectile setplay. Quick Slash remedies this by being extremely long-range, but has low conversion ability against good DI, and costs 1 bar of meter per use.
- Setup reliant: Most character are able to move or control space in a way that denies Ninja her preferred point-blank range. Against defensive play and optimal spacing, Ninja may need to rely on setplay to get into range to begin pressure and mixups.
- High risk for high reward: The more oppressive an option Ninja has, the more punishable it is on read or on whiff, losing to simple defensive options and movement without pressure and conditioning to back up the play. This can lead to taking long combos or spending resources to make up for whiffs.
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