jun

jun

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Quick overview

SSR (db3, df2, jabs, b4, db2, ...).
At -1 you can SSR df1, at -3 (f4) you need SSL.
b2,1 SSL / SWL
Against IZU (-6): SSR block (IZU4 hits) / i14 mash > big mix.
Against GEN: SSL block(safe), SWL(greedy). Only 1 small low.
Against MIA: She can't block, and the cancel is slow.
When light cone from the ground, she is -9, except IZU2 (-13).
The beams jail, so you can always try to punish.

HEAT

Heat powers: Moves that cost health now cost less (or zero).
Powered up f1+2, now a parry.
Heat engagers: 1+2 | f2,1+2 | ss4 | IZU3 | MIA2
Heat smash: i13, mid (-6 oB) / GEN i20 low (-14)

Stances

Izumo (IZU). Transitions: 1,2,2/f3,2/u2/MIA1+2 (+11oH, +6oB) |
f1(+9oH, +0oB) | 1,1 (+8oH, -1oB). Fastest moves i13h, i16mid.
Has a PC, hellsweep, homing. IZU transitions are forced.
Genjitsu (GEN). Transitions: ff2~f(+16oH, +1oB) |
b2,1~f(+11oH, +0oB) | ws1,1~f(+11oH, +0oB) | MIA~f
Gen transitions are optional.
Miare (MIA). Transitions: ff2~b(+16oH, +1oB) |
b2,1~b(+11oH, +0oB) | ws1,1~b(+11oH, +0oB)
Heals recoverable health. Has 1 mid that costs health, a risky
projectile special mid, plus frame high to IZU, or GEN transition(~f)

Standing block punishment

−15 pushback1+4,2,4(-15) | b3(-19, i22 gap before follow ups) | ws3+4(-21) | MIA2(-20) |
−15f2(-18) | db1,1,1+2(-15) | uf4(-20) | ws1,4,1+2(-20) | FC df1(-19) |
−14df4 | uf1 | (IZU4),1 |
−133 | f3,4 | df3+4,1 | b2,1,1 | ws1,1,1 | b3,2 | ff2,2 | ws3 | IZU1,2 | IZU2 | GEN2 |
−121,2,4 | 2,1,4 | 1+2 | 1+4,3,1 | df2 | b3+4 | uf4,3 | ws2,1 | ws4(pushback) | IZU1+2 | HS2 (from GEN)
-11 / -101+4,3(-11) | df1,1(-11) | df3+4(-11) | df3+4(-11) | db1,1(-11) | b1(-10) | ws1,4(-11) |

While standing block punishment

−151+4,2,d4(-23) | ws1,4,2(-16) | FC df3(-19) | IZU4(-37) |
−14
−131+4,3,d4 |
−121,3 | d4 | db2 | db3 | GEN1 |
−11 / -10FC df2(-11) |

String handling

2,1,4: jails, can always duck for 2,1,1+2. Full string 2,1,4,1_3 can be fuzzied undelayed, 5f, high first, or OS'ed by a dickjab after 2,1,4.
1+4,3,1: There is a 12f gap before last hit, which means you can i11 punish third hit. You can also SSL last hit for launch. There is
however 1+4,3,4 which has no gap and will CH you.
df3+4,1/4: Same animation as 1+4,3,1, and same properties (you need to SWL this one). Mid can be interrupted, low will hit you.
ff3,3+4: SSR second hit. This is going to get spammed, as it deals chip, is +3 oB, and first hit is long range homing mid.
ws1: Very spammable string if you don't duck second hit. Has a mid mixup, but 7f fuzzy, high first. You have to guess if she does
ws1,4,2_1+2, but both mid and low ender is launch punishable.
FC 3+4,3: You can jab float second hit, but she can cancel to crouch after first hit. Second hit jumps over a dickjab OS attempt.
1,2,2: This is NCC and CH confirmable, for +11 into IZU.

Other notes

Izumo throw is 1+2 break.
Manual GEN transition (f3+4) has built in special low AND throw parry.

Duckable highs

1,2,2(mix, but 11f fuzzy with no delay) | 2,1,4,3(mix, 5f fuzzy) | 1+4,2 | f3,2(mix) | df1,2(mix) |
d4,4 | b2,1(mix) | b2,1,4(mix) | ff2,3(mix) | ws1,1(mix, but 7f fuzzy) | ws1,1,4 | IZU1,1(mix) |

Plus on block

SS4(+6) | ff1+2(+6) | 1,2,2 / f3,2 / u2 / MIA1+2 (+6 IZU) | f4(+3) | ff3,3+4(+3) | GEN4(+4) |
WR3(+3~+7) | f1+2(+2) |
1,2~d_u (+1 into SS) | f2+2(+0) |

Low minus

ws1+2(-2) | f3~u_d (-2 SS) | u4(-3) | df1,2(-3,-4) | d2(-4 FC) | ss1+2(-4) | GEN3(-4c) |

Low hit advantage

FC df3 non clean hit(+0c) |