Light buttons/confirms:
s. and c.lp are both 4 frame jabs
s.lp, s.lk, qcb.lk for a stock or dp.hp for damages
c.lp, s.lp, s.lk, dp.hp
c.lk, c.lp, qcb.mk
Medium buttons/confirms:
s.mp is +2 on block for frametraps
s.mk and c.mk are good medium pokes. s.mk is only 5 frames for the startup
s.mk has two hits, the first one is cancelable
s.mp, c.mp. qcb.mk for a stock
s.mp, s.lk, dp.hp for damage
c.mp, s.mk, qcb.hk, dp.hp
s.mk, qcb.hk, dp.hp
c.mk, qcb.mk
Heavy buttons/confirms:
c.hp is an anti-air
s.hp and s.hk are good long range pokes, s.hk is advancing
both are minus on block but hard to punish if used at max range
6.hp is an advancing double hit move that can confirm into specials
s.hp, qcb.hk, dp.hp
6.hp, qcf.hk, then .mk with 2 stocks
Punish counter combo:
c.mp, c.hp, qcb.hk, dp.hp
OR s.hk into super
punish counter DI or guard crush DI, c.hp, qcb.hk, dp.hp
Air buttons:
j.mk crosses up
j.mp combos into qcb.hk
j.hp does hard knockdown
j.qcb.k(no different versions) is a neutral skipping divekick that combos with a
second k input