Analysing characters based on their toolset.

So… I’m bored. No one will probably look at this but w/e. It will be a nice decent way of analysing characters based on their toolsets. Don’t know if I will ever breakdown a character, but simply having a list of tools, comprehensive or not, can be a good thing.

Tools:

3 frame normal
Command grab
Tick throw
Throw loop (mostly gone in s3)
Traditional fireball
Traditional DP
Medium medium confirm
3 frame trap that isn’t light to light
Weak>medium CH confirm.
Low medium kick confirm or safe low cancel
Oki that covers both rises with the same timing on important knockdowns
Average or better walkspeed
Multiple plus on block normals that are used for pressure or hitconfirms (weaks don’t count because they can’t be 1 hit confirmed)
Forward moving specials or exspecials or normals that are safe on block
Command dash
Ranged hitconfirms
CC that allows a dashup combo without v pop
Good normal AA
Invincible reversal
Jump arc altering move (akuma air fireball, necalli divekick, Mika splash)
jump alternative (akuma demonflip, zeku flip, urien knee, vega walldive)
Armor moves
Ranged normals that are good for footsies
Strong v reversal
Comeback style v trigger

-edit to add:
Access to higher end damage
Access to easier than normal ways in with frame advantage on block or hit.

Did I miss any tools here?

You forgot access to damage.

Yes

I thought about that, but didn’t put it in because I figured that, in a semantical argument everyone has access to damage via super confirms and v trigger pops.

But yes, high damage is a very crucial thing.