Overview
TBD
Strengths
TBD
Weaknesses
TBD
Game Plan
TBD
Defense
TBD
Punish guide
TBD
Mid poke with extensions to harass. Holds forward to shift into SEN; useful if the opponent respects follow-ups.
Mid homing attack to check sidestep
Strong for wall pressure; leads to situational follow-ups.
Low pokes to chip health; db+4 counterhit-confirms into db+4,1+2.
Long-range attack that shifts to SEN for mindgames; hit-confirmable into f,f+2~F⏵SEN 3.
Mid counterhit launcher. Perfect input version is safe; also hits grounded for okizeme.
Risky sweep to force WRA mixups. Best for wall pressure since you're often too far for certain options in the open; cancel the stance with DF~B.
Learn a few options for each stance to sharpen pressure and mixups.
TBD
TBD
TBD
TBD
TBD
TBD