I don't usually post on here (MFG is were I mostly hang out) but I feel that I need to post some feedback on this character.
Standing X, Y, A, B, and C have no priority (The blue CLSN covers all of the red CLSN which causes trades more often)
Standing Z, has infinite priority (No blue frame to go with the red frame)
Standing B, and Z are infinites (if the first kick hits that is)
Standing C allows the opponent to air recover
The crouching attack priority's have the same issues as the standing attack priority's (also same the air attack priority's)
I don't get why crouching B is blockable mid but crouching C is not
Air Y and Z aren't overheads
Air C allows the opponent to air recover after the first hit
QCF, any punch is unblockable
QCF, any kick you can just keep on spamming it (in which it just layers on top of itself) to the point were you can 100% your opponent
QCB, any punch is infiniteable if timed right
QCF, x+y is unblockable and does no damage
QCF, a+b is only blockable in air?
QCF, x+a, b+y, and c+z doesn't exactly announce it's a grab (maybe put the opponent in stunned stance) and it's gains power back
QCB, a+b gets back power (and then takes it away?)
QCB, x+y gains back power
Why is every super a level 3 super and do most of the supers not have super pause
Why does he have a super jump if he has no launcher
The kick normal grab causes the opponent to glitch out
Why does this character have two standing anims? (on a little better than the other)
Why doesn't this character have a power charge (for being a DBZ character that is)
Any attack in his flight mode gains back power at an abnormal rate
Why is Z in his flight mode only blockable in air
B and C aren't overheads in his flight mode
The projectile that his C attack causes doesn't delete completely (do CRTL+C and look at how many helpers are still left on screen)
His CLSNs need work
His turn around anim has red frames for what reason