- Costs 1 bar.
- Air OK.
- Invulnerable frames 5-6 with Initiative.
- Interrupted sooner by landing.
- 1 extra frame of startup in neutral.
- Damage increased to 1000 in neutral.
- Super cancellable.
This thing has two main applications attached to it, and both of them are equally as good: it's either a cracked movement option, or a neutral skip.
It's not great when attacking directly in combos due to low damage, limited followups, and being easy to DI. However, given enough hitstun, you can strategically whiff this super to get right in their face and still have enough frame advantage to follow-up, which allows you to get really good corner carry, damage, or both.
It's also decent as an escape option, having realtively low recovery for how far it can travel, not to mention the potential to hit someone with it.
In neutral, this button skips past a lot of threatening pokes to attack your opponent directly, with relatively low risk. However, its properties are adjusted in neutral to stop it from comboing, so it's more for resetting the situation and getting closer to your opponent than starting a combo.