Strong movement, poking and scary BT game. Lots of strings. |
Generally SSL (df1, 3, uf3, ), SSR for df4, 1+2, d1. |
df4 seems homing at -3 (df3). Have to SWL b1 |
Both ways: df2, df3, f1+2, f4, b2. Can't step much at -6 (qcf3+4). |
Against Dewglide: See stance section. |
Against BT(-2, ss4 oB): SWR > BT2, BTd3+4.BT3 i14,step block |
is tight. BT d4 easier SSL, BT d3 easier SSR. BT2 have to SWR. |
Both ways: BT1, BT1+2, BT3+4, BT4,4,3+4 |
Heat powers: Powered up Feisty rabbit (b3, the “sidestep hop”) |
FRB4 (-2 -> +4). 1,2,4 (-9 -> +2). ff3+4 (-2 -> +4) |
FRB2 and FRB3 becomes KND |
b3* restores heat. |
Heat engagers: 3,1 | 3+4 | qcf2,1 | BT1,4 | b3,2 |
Heat smash: i23 homing high (+9 BT) / BT i16 homing low (-8 BT) |
Dew Glide (QCF). Transitions: b1(+8oH,+0oB) | |
ws1,2(+10oH,-1oB) | 3,2(+5oH,-2oB) | u3,3(+14c oH,-3oB) | |
ff3(+14c oH,-3oB) | b2,1(+7oH,-4oB) | u3(-13oB) | b3(cancel) | |
BT. Transitions: HS1(+9oB) | ff4(+10oH,-6oB) | |
SS4(+4oH,-2oB, forced) | b2,1~b(+7oH,-4oB) | df3+4(-4oB) | |
1,1(+4oH,-6oB) | uf4~b(+6oH,-7oB) | df3+4,3+4(-7 BT) |
d1,2(+3oH, -8oB) | HS2(-8oB) | 3(-3oH,-11oB) | ws2(-12oB) | |
QCF1,2~b(-9oH,-14oB). i8 HE. Lows and BT3 cs4. i6 PC. |
Feisty Rabbit (FRB). Transitions: QCF3+4(+11oH,+0oB) |
ss4(-7oH,-13oB). i20m HE, i22m, i20l, powered up in heat. |
−15 pushback | f3+4,3,4(-20) | d2,2,4(-17) | d3+4 / uf3+4,3+4 (-21) | ws3(-21, and there is at least 24f gap before followup) | | ||||||
−15 | 1,1,3(-15) | f2,3(-15) | BT4(-11 BT) | BT4,3+4(-10 BT) | | ||||||
−14 | qcf1,2 | | ||||||
−13 | 3,1 | qcf2,1 | BT1,2 | d1+2 | uf3 | uf,n,4 | ff2 | BT2 | BT d3,4 | BT Heatsmash(-8 BT) | ||||||
−12 | 1+2 | d1,2,4 | b2,1,1+2 | b1+2 | ws2 | BT3,4 | df3+4,3+4(-7 BT) | | ||||||
-11 / -10 | df2(-11 / -11 BT) | d2,2(-10) | b1,4(-11) | uf2(-10) | BT3(-10) | qcf1+2(-11) | QCF3(-11) | |
−15 | d1,2(lh, no jail) | db4(-24) | db3+4(-18) | FC df3(-18~-9) | BT d3(-17) | BT d3+4(-26) | |
−14 | ws1,2,4 | |
−13 | 1,2,3 | 2,3 | df4,4 | FRB3 | |
−12 | d3 | BT d2 | |
−11 / -10 | d1(-11) | BT 1+2(-11) | BT d4(-11) | ff4(-12, but she can go -6 BT, and i6 BT PC) |
df3+4, 3+4: i12 gap to float. i12 mid is the best option, since she can do first hit into -4 BT. BT PC will hit you. |
d2,2,3: Second hit is -10, last hit is high. Dickjab is OS. |
u3,3: At least 15f gap to float. Can also SS second hit both ways. |
uf4,3: SSR second hit |
uf3+4,3/3+4: Can SSL both options. |
ff3,3+4: Have to SSR second hit, but this lets her get dew glide transition. |
BT3,4: -12, but you can also sidestep both ways. She might fly away far though. |
qcf1,2/3: Launch on cancel read (-14 BT). You can SSL both options if they delay qcf1,2(which they often do). |
You can duck her heatsmash exactly like you would her 3+4 heat engager, but she will be BT after launch. |
BT1,4 (mix) | 2,4 | 3,2,3 | d2,2,3(mix) | uf3+4,3(SSL instead) | ws1,2 | |
ff1+2*(+12, unblockable at 3 spins) | HB1 (+9 BT) | wr3(+3~+10) | HT ff3+4 / QCF1,4 / FRB4 (+7) |
qcf3+4(+6) | HT 1,2,4(+5) | ws3,4(+4c) | df3(+3c) | BT3+4(+2) | ss1+2(+0) | ff3+4(-2~+4) | |
3,2~f(-2 DEW) | 2,4(-2) | 3+4(-2) | 1,2(-3) | f3(-3) | d2,2,3(-3) | f3+4(-4) | df3+4(-4 BT) | |
uf3+4,3(-4) | FC df1(-6) | |