MonHun: Slow startup on weak attacks makes it hard for her to be a direct rushdown. She doesn't have all the air mobility, but has some very creative ways to cover herself, and can basically convert off ANYTHING. Her command roll out of charges / risky stuff feels fantastic and is also a great combo tool, and an invincible dash once powered up, with quick ground-crossup silliness.
Being able to tag throw her out of armor kinda sucks, but if she uses it at hard-to-read times, and she tags in HER partner, it can lead to some basic crossup and hitstun pressure mixups.
Sigma: LOL. His single air dash feels very solid, and everything else he has feels LIKE A BOSS. Like literally, he feels like a character that you KNOW was at the end of a Mega Manly game or something. His stupid missile special is great; if someone jumps it, and tries to attack, the missiles will bounce off the wall, and counter the attack, giving you a combo.
He's really beginner-friendly, for this game, and he has great screen coverage for a guy like him. The Anime Trace-explosion-eye-laser Super doesn't even need to be there, but it's a great way to make sure sloppy tags from you rival, lead to damage on the retreater.
Black Panther: His stuff is very nice
on paper. A good command sweep that hits low and can launch / combo out of, solid rekka chains that have good variations, and a super at pretty much each location you want it at.
The problem is
he feels a lot more restrictive than the other 2. He can command dash out of his DP, but other than a DP loop, this... doesn't do anything great. His LK into HP kick Rekka somehow eats his "ground bounce" hit, so he can't combo out of it, His LP Rekka can be combo'd out of, but it's fickle at mid screen, and the recovery after hitting the move feels longer than similar moves (like Tony's Repulsor Blast). His F+HK command normal has some odd properties:
- Cancel the first hit early, do ground moves.
- Cancel the first hit late, do air moves.
- Cancel the second hit, do higher-air aerial moves.
...but it doesn't seem to lead to anything TOO great. If he could do ground-loops out of this, it'd be nice, but it seems like a minor extension at best, so far.
The oddball hitstuff after his QCF+P Super is... why? You can Super-jump and tag another hit, and do that into QCB+K air super, but it doesn't do worthy damage. He also doesn't get a free super jump out of it, which would at least feel like it was designed for real follow-ups. If it combo'd into his QCF+K super, it'd be pretty nice, but the super is too slow to follow up!
He's the agile rushdown of this group, but I feel like he's needlessly hulking in certain recoveries, and his oddly fast normal jump doesn't make me feel like he gets in well. He feels like he has to put in a lot of odd work to get the kind of damage and mixup the other 2 get nearly for free, and I wish he had more personal synergy.