- Strong Offense: Fast buttons, strong cross ups and many high/lows allow Ronin to easily open up the opponent.
- Speed: Ronin is the fastest character in the game, making his combos extremely flexible, and his mix very strong.
- Good Meter Usage: Ronin's EX specials and super are amazing uses of meter for the paper prince. 24S, a invincible reversal, 28S, a long-range command grab, 62S, a buzzsaw that controls the ground and strengthens his already amazing pressure, 22NS, a...i've never used this before actually, and 26N, a active before superflash gunshot that goes through the entire (horizontal range) of the screen. With these, Ronin with meter, and maybe even without levels, can be a competent and terrifying foe if you use his tools right.
- Snowballing: Ronin's level mechanic, while forcing him to start weak and brittle at the start of the game, eventually makes his specials incredibly powerful, turning a small, useless punt into a high damaging long range attack that pulls in (8S), and a singular knife projectile that barely lasts on the screen a bouncing projectile that makes it impossible to escape his pressure (2S), Ronin can run circles around his opponents for days as long he's able to set up at the start of the game.
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- Bad Corner Carry: Most of Ronin's attacks either pull the opponent towards him, or don't push the opponent very far at all.
- Low HP: Ronin's meager HP can cause him to die in two negative interactions.
- Weird Combo structure: Ronin's combos constantly force him to adjust his trajectory because of how fast he is and how little his attacks push the opponent
- Snowballed: While having an invincible reversal in 24S, being able to escape the corner and be at a advantageous state using Gold Burst, and having a strong, yet risky get-out-of-jail free card in the form of parry, if Ronin is cornered, he has to fight for his life to escape the scramble or lose the round, thanks to his tough-as-glass health and his main defensive options requiring either a resource or being very risky.
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