- …5B > 2B > 5B > 5[C] > 3C > 214A(w) > Bite can be used to sneak a bite in when an opponent holds too much pressure but also disrespects 236X extensions. Really strong way to throw KO. Loses to jump and mash.
- 214[B] fully charged is +10 when jump cancelled leading to HUGE guard damage and a pressure reset if blocked.
- If you don't quite have enough meter to 623C in the corner try to extending your OTG with 5AA 5B 2C. If you still dont have enough to relaunch end this string with 236B to hit meaty. On block this is +4, if they get you get a second chance at your 623C.
- You can OS between wakeup bite and blocking meaties by inputting 62[4] and pressing C when standing up
- 214B is usually -2 but only when the main hitbox is blocked. Blocking just the projectile part of 214B brings the move to +4. Any string used for the 214A(w) > Bite setup can be used to make your overhead safe. Corner strings like j.C 5B 2B 2C(3) 3C 214B end close enough that you can frametrap with 2B to continue pressure or 2C to make the string gapless and catch jumps
- Started your OTG and you still don’t think you will have enough meter?
OTG 5AA 5B 2B 2C will build a tiny bit more but now locks you into using 214C for relaunch.
- STILL don't have enough meter?
OTG 5AA 5B 2B 2C *** 236[A] 2C is a tech trap that beats forward, back and neutral tech. Gives meaty on non-tech.
- Meaty 2A/5A > 5C clashes on heat and can be followed up with 3C or 236C for a full combo.
- …623C > BH > 214A > AAD. It works.
- On HKD in the corner with no gap, 66~84AB j.C(w) 2C same side low to beats skinny heat activations like aoko
- 236B > 5B is a frame trap. Use this to reset pressure if they are asleep at the wheel or over respect your pressure. Loses to mash and shield.
- 236[A] > Bite is a sneaky way to mix up your pressure sequences. Loses to jump and mash.
- 236A is a safe way to end blockstrings and can be mixed up with 236[A] if they are conditioned to press after. They can and definitely will shield the hell outta this. Mix this up with 236B if they recognize that this is minus and like to mash afterwards. If they overly respect your hop game, bring out the 236[A] feint. Here you can either reset pressure with 236[A] > 2A or dissuade them from blocking with a 236[A] > Bite mixup.
- 22A 22B is a frametrap. Because 22B can be EX cancelled, buffer 623C during 22B to catch jumpouts.
- You can set up a fuzzy double overhead with IH after a j.[C] gets blocked low enough in the corner. This will likely get you blown up if the opponent gets hit crouching. Looks really cool though. Not sure why you would ever use this as j.[C] is generally a risky button to throw out but its an option I suppose.
Notation is Lowest Possible j.[C] > jump cancel > j.95E > IH > 5E.
5E needs to be used here to ensure the fastest possible j.C’s
- 22C is a great way to burn meter during pressure but bunker smokes it
- 3C > 22C does not give much advantage and can even be minus at close enough ranges. Ending strings with this after conditioning the opponent to hold 22C allows for cheeky tick throws
- 22C > 66 5[C] catches jump outs late bunker and mash, only useful when unable to reset pressure from max range 22C
- Meaty 2B after a mixup will blow up people who like to 5D on your oki. It is a mid however so on block you get no reward but keep your turn.
- Bite > 5E charge > 5B/2B/2C/5C can catch people who like to mash on wakeup. Not sure why this works but it does.