Quoted By:
>jump 2h great keepout tool, huge range and safety, very spammable, combos on hit
>2h has absurd range and safety, combos for ridiculous damage if you anti-air someone with it
>3h great range for a sweep
>6m good whiff punish tool, knocks down for oki using 3h
>air grab is a good combo ender, gives great oki potential
>good zoning tools
>can still pressure your ass
>22x makes her strings hard to punish, can also go for a mixup if your opponent is lacking
>has an advancing armor move that is safe on block and combos on hit, combos outside of burst a lot of the time.
>better damage scaling than anyone else in the game, can do 400 damage casually without even using meter
>disgustingly high hit/blockstun on everything, close range sniper can combo on a grounded hit because you're locked in hitstun for ages
>can grenade roll and run at you to put you in a horrible position
>hurtbox shifts constantly with moves that lean her back, lean her forward or pause her momentum
Any thing else I missed?