12 h,h Basic jab string
14 h,h Jab into magic 4, +5 on hit
213 h,h,h 10 hit combo starter, somewhat useless
uf12 H,m i13, KND/W!, -14 on block, mostly used for punishing
f22 h,m i14, +6 on hit, -12 on block, good range, 41dmg
32 h,h i14 +9 on hit,
df1+2 1+2 useless outside of juggles'
b21 m,h i17 +7 on hit, -4 on block, duckable, used for wall carry
b2 1+2 m,m i17 +8 on hit, -11 on block, forcea opp crouch, used for B!
db1+2,1 m,m i21 hc'able, -12 on block, KND/W!
ws31 m,m i13 +3 on hit, i13 ws punisher, can be used as a short wall carry
knk 12 m,m i22 +7 on hit, -12 on block, pretty much useless
NCc's
d42 l,h knd on hit,
db22 h,m first hit is launch punishable (LOL)
b31 m,m i14, +4 on hit
ws14 m,l i14
Poking
12,14 h,h basic i10 jabstrings
df1 m i13 -1 on block
d4 l -13 on block, -1 on hit
df4 m i12
qcf1 l -13 on block, neutral on hit
qcf4_ws4 m i11 good poke out of a dash
Homing moves
df3 m i20, -7 on block, knd/W! on hit
BOK 3 h +9 on block, knd/W! on hit
Launchers
df2 m i15, -13 on block, good range, +3 vs crouchers
uf4 generic hopkick
uf21 m,m i18 mini launch, safe but can be ss'ed and interrupted
ws2 m i16 -13 on block
ff434 i19 1st and last hit launch, 1st and 2nd hit are both -13 on block and the 3rd hit staggers on block
knk34 m,m i20, -13 on block
BOK 2 m -11 on block, pushback, evades highs and some mids, good range
CH 4 h i12 magic 4
CH f3 h i20, neutral on block
CH knk2 h i15, safe
CH db4 launch punishable on block
CH b1 i18 -10 on block
JUGGLES
B! moves
b2,1+2 most dmg, main wall-B! move
db22 less dmg but easier to follow up afterwards
d2 useless
B! enders
ws312 most wall carry
b31 oki
df1+2,1+2qcf2 max dmg
ff43 shorter wall carry
Wall carry
14 for short wall carry
ws31 for short wall carry after b14
uf12 for longer wall carry than ws31
b21
ff43
ws312 for long wall carry
uf12 for long wall carry after b14
W! combos
W! b2,1+2 B! fc2 ws141 max dmg
W! b14 knk34 max dmg after post B! wall carry
df2/uf4/ff4/knk3
4 b14df uf1 b2,1+2 B!
uf21
d42
ws2
324 knk df uf1 b2,1+2 B!
ff43
b14df uf1 b2,1+2 B!
knk34
d42
Bok2
UF4 b14df uf1 b2,1+2 B!
CH 4
f2 d1 reliable and easy
db22 b14df ws312 not as reliable and opp gets free launch if it doesnt connect
dash 1 b14df uf1 b2,1+2 B!
CH f3
ws4 b14df uf1 b2,1+2 B!
CH knk2
ssr df1 b14df uf1 b2,1+2 B!
CH db4
d42
CH b1
b14df ws312
(ff43)4
b14df uf1 b2,1+2 B!
Low parry
b14df cc 324df ws312 50dmg
PUNISHMENT
Standing
-10-12:12_14
-13:uf12
-14:f22
-15:df2_uf4
Ws
-11:ws4
-13:ws31
-15:uf4
-16:ws2
OKI
ff3 untechable knockdown
quickstand/backroll->b14 into juggle
sideroll/stay there->stomp
B! b31
quickstand->stomp_d2/uf3/df3 mixup
sideroll->stomp
backroll->b14 into juggle
FC df3
ff3 if they stay there or quickstand
dash ff3 if they backroll
FC df3 when opp is back to wall (yes it deserves its own section)
guaranteed FC df3
CC db1+2,1 for quickstanders (near wall, gives W!)
1+3 throw
guaranteed b1+4
df2 for quickstanders
stomp if they stay there or sideroll
dash df2 for backrollers
Mixups
fc df3_uf3
very good, fc df3 is only -14 so not that many can launch it, uf3 is safe and gives W! you can replace the uf3 with uf4 or ws2 but id only recommend that if youre not next to a wall
qcf1_qcf4
basic poke mixup, noone would probably bother to block qcf1 though
GUARANTEED STUFF
fc df3 at the wall
fc df3
1+3 throw
b1+4
CH (db2)2
d3+4
WALL GAME
nothing special really fc df3_uf3 is a good mixup and her homing moves both W!. solid just like pretty much everything she has
W! moves
uf12 i13 h,m. not hc'able, second hit is unsafe
uf3 mix it up with FC df3, m. safe
df3 homing, m safe
ff2 -10 on block, m.
f1+2 dont use it
CH 22 launch punishable on block (because...???) so its pretty risky
(121)4 just a gimmick, dont overuse it or it wont work'
(121)1 see 1214
Bok 3 homing, +9 on block, h.
db1+2,1



![[tounge2] :P](./images/smilies/tongue.gif)


I was just suggesting them for you to pick from. Or, you know, you could just do all three ![[evil] [evil]](./images/smilies/evil.gif)