Hitsugaya

Introduction
Hitsugaya, balanced fighter with freeze/stun moves to enhance combo opportunity. He has an excellent lock type EX move, unburstable as long as the 1st hit lands.

Pro Con
 * C rank damage output in base form, SS rank damage output in Bankai
 * B, Air A, & EX, freezes/stuns enemy
 * Unburstable EX
 * Homing projectile
 * Decent ringout combo
 * Can play keep away with Air A
 * Short, some attacks moves over his head
 * Invincibility in O
 * Powerful Bankai, able to fly, superarmor, and loop combo
 * Unsafe S series, close range is vulnerable to parry
 * Low priority projectile
 * Bankai superarmor is vulnerable to Hitsugaya only combo

Movelist Analysis
S series

S-Slash 1 Sx2-Slash 2 Sx3-Tackle Sx4-Slash 4 Air S-Standard Air Slash GS-Over Swing Slash Grab-Crumble Stun Grab Special Moves
 * unsafe on block, good tracking
 * unsafe on block, unparryable
 * unsafe on block, parryable
 * safe on block, parryable
 * ringout set up
 * easy to use
 * compact and sends enemy into spiral knock down
 * over the fence ringout
 * free combo afterward

A-Ice Projectile B-Freeze Ring Air A-Air Ice Projectile Supers
 * homing and OTG
 * long start up and recovery
 * low priority
 * freezes enemy for a good amount of time
 * free combo afterward
 * reset juggle combo to ground state
 * unsafe when blocked on early frame, safe on late frame
 * 360 coverage
 * Same as ground A
 * on whiff, ice mines, stuns on hit
 * knockdown on direct hit

O & Air O-Hyorinmaru EX-Freeze Combo Bankai O-Daiguren Ryuusenka EX-Sennen Hyoro
 * invincibility, can be used in replace to R2
 * can not be interrupted
 * wide open at the end of move, vulnerable to R2
 * ringout move, pushes enemy into ringout on block when near the ledge
 * The attack goes through walls
 * Air O can be used to float in air
 * Lock type, when hit unburstable until finish
 * wall splat
 * can be used punish large openings
 * only mean of large damage in base form
 * Slippery floor effect
 * Fly, direction + X to adjust height
 * Partial Superarmor, can not be knocked down/launched effect.
 * Different O, EX
 * Shoots 3 projectile for A and larger radius for B
 * Can not be grabbed
 * S series is safe due to ice projectile property, guard crush on 4th Slash
 * high damage, wallsplat
 * projectile property
 * high recovery time
 * freeze enemies, unburstable
 * activates for a long duration and covers a large area
 * unblockable, free combo afterward
 * can hit multiple enemies
 * tall vertical hitbox below, Hitsugaya

Combo
1. Sx3, A 2. Sx4 or Sx3, O 3.  Sx3,A, delay, EX 4. GS, EX 5.  Grab, B, PU, [ Sx2, B ]x1~3, EX, [ Sx2,A ] x4, Sx2, B, combo extender
 * okizeme afterward
 * ringout
 * EX combo
 * GS to EX
 * PU combo to main Bankai combo
 * Gains full bar by 2 loops usually
 * walk forward for [ Sx2, B ] loop on open area
 * walk back for [ Sx2, B ] loop near walls

Strategy
Keep Away Bankai
 * Spam Air A
 * 1) Create ice mines and limit enemy moves
 * Early B
 * 1) Activate B early, so the enemy will land on it as they approach you
 * 2) Works as anti air as well
 * 3) 360 coverage
 * GS
 * 1) Simple but can blast enemy away on clashes
 * Air O
 * 1) Survive any upcoming undodgable damage, like Hiyori's activation blast
 * 2) Not all character can juggle punish, so the risk is lower than ground O
 * 3) Can catch enemy trying to hit Hitsugay from behind, below, or in the air
 * EX
 * 1) Find wide opening, EX. Unburstable damage
 * Air S
 * 1) If enemy is too close, start close range combat
 * 2) Grab on block
 * GS, over the fence ringout attempt
 * Fly
 * 1) If low on reiatsu, snipe from safe distance with A, outside of stage
 * 2) With at least 2 bar of reiatsu, fly right above enemy and spam B. Freeze, land and loop combo
 * Enemy keeps blocking mid air B
 * 1) Land and spam Sx4 from mid range, guard crush into combo
 * Activate EX if enemy is cornered
 * 1) Unavoidable for most character