
| Poking and CH character. Bix mixups generally require slide. | 
| SSR pretty strong against him. Watch out for df2 clipping. | 
| SSL more consistent for b2, SWL for db3 | 
| SSR strong against DSS. SSL > Nunchuck/DSS f2.SWL>DSS4 | 
| (tested from +5, ws4 oB, with holding f). After ss3 oH (+7), you're | 
| slightly off-axis, so SSR is even stronger? Now SSR > DSS4 | 
| Dragon Sign Stance (DSS). Transitions: | |||
| ws3(+19oH,+17oB) | 4,3(+17oH,+8oB) | 4,3,4(+13oH,+8oB) | | |||
| ws4(+16oH,+5oB) | b2,3,4(+6oB) | ff2,f1+2/f2~1/DSS f2~1 (+5oB) | |||
| f3,1(+14oH,+4oB) | DSS1(+8oH,+0oB) | b1~f(+8oH,-3oB) | | |||
| 1,2,2,2/2,2,2/b2,2(+10oH,-3oB)| ss3(+7oH,-13oB)| ws1(+2oH,-4oB) | |||
| ss1+2(+7oH,-4oB) | 1,1,2(+7oH,-5oB) | b1,2~f(+5oH,-9oB) | | |||
| Slide step. Transitions: 1,2,uf3 / u3 (+11oH,-20oB, cancel) | | |||
| d1(-1 on hit) | DSS~df | 
| −15 pushback | db2,4 / BT d3+4(-15 BT, massive pushback) | b3+4(-18) | ws2(-18) | ss1+2,1(-16, massive pushback) | | ||||||
| −15 | d2,3(-15) | b2,1(-15) | uf,n,4(-15) | UF4(-17) | ws3+4(-21, hard to time) | | ||||||
| −14 | 3,3 | df4,3 | d3+4, 3 / FC4,3 | b1,2,2(pushback) | b1+2 | UF4,3 | ff2,3 | ws4,3 | BT2,2(-14,-14) | | ||||||
| −13 | 1+2 | 1,2,2,1+2 / 2,2,1+2 | 3+4(13f gap, can always punish) | df3(pushback) | uf4 | ff2,1,3 | ff3 / DSS f3 | | ||||||
| −12 | 1,1,1 | u3,4 / 1,2,uf3,4 | b1,2 | b3(or -11 BT, pushback) | ss3+4 | BT4,3 | | ||||||
| -11 / -10 | 3,4(-10) | ff4(-11~-10) | | 
| −15 | df3+4(-15) | d4,3(lh jail) | db4(-37) | b2,3,d4(-37) | uf3+4(-24) | | 
| −14 | d3 | 
| −13 | db3 | uf1,3 | ss3 | BT d4 | DSS4 | | 
| −12 | d1 | b2,3 (should LP) | | 
| −11 / -10 | 
| f3,1: Have to parry second hit, you can only SSL on max delay (maybe if your character has really good SS). | 
| UF4,3: i13 interrupt window(float) if you block on first active frame. Jab punish maybe safer. You can also SS second hit both ways. | 
| uf1,3: Can cancel to uf1,3 string from ki-charge and unblockable. | 
| b1,2,2: The first two hits jail undelayed, and if they delay you can SSR the second hit (so it doesn't hurt to input an SSR after first block). | 
| you have to SWL the last hit. | 
| ff2,1+2: SSR or jab interrupt. Both options lose to ff2,3. | 
| 1,1(hard af) | 1,1,2(mix) | 2,b2,1 | 3,4(mix) | 4,3(hard) | d1,3 | d3,3 | b4,3 | ff2,1 (mid mix, can delay) | | 
| ws1,2 | |