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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Mid poke for checking situations; follow-ups discourage opponents from challenging.
Midrange approach into HRS stance pressure. Low and power crush options beat jabs; HRS 3 beats down jabs. Greatly enhanced during heat.
High attack for approach and pressure; greatly enhanced during heat.
Another mid to start stance offense. Charge the second hit to enter stance with advantage; it can be stepped, so mix it up.
Low pokes to harass; the last hit of d+3,1,2 is counterhit-confirmable.
Risky homing low to start stance offense.
High-crushing low poke for harassment.
Homing high to check sidesteppers.
Tap up during any stance to enter HAE. Its reversal properties limit retaliations, but don't get predictable; the transition loses to throws.
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