As with Retro above, I won't say I'm familiar with your art, and cannot possibly be as familiar with your game mechanics. However the solution I pose would be this:
This character would be a counter character. Able to easily turn an opponent's offensive into their own offensive. The immediately obvious trade-off I would see is that the art is not agressive, and a large majority of your attacks could be traded for "counters". Counter fighters are typicaly risky since they require precise timing and to wait for the opponent to attack. If the counters become to easy, you could either:
A) Increase the precision required for the timing of the counter.
B) Lower offensive capabilities (both with regards to movesets and damage)
That would be my take on it.
Originally Posted by Personal Mission Statement
There is nothing irrelevant to Game Design.