Overview
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Strengths
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Weaknesses
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Game Plan
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Defense
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Punish guide
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Strong homing attack to check sidestepping opponents.
Mid poke to check situations. Extensions are risky but useful against players who challenge them.
Strong button against approaches. Commit to just b+3 and hit-confirm into b+3,4,3.
Jumping counterhit launcher; good for midrange approaches.
Both lows create spacing on hit, baiting opponents into whiffing or eating her keepout buttons. Treat them as annoyance tools, not mixup tools.
Fast low/high counterhit launcher that jumps over lows quickly. Great against opponents overextending in their pressure.
Mid attack whose properties change with charge time; becomes unblockable when fully charged. Very useful in some okizeme setups.
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