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. |
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) |
−15 pushback | 1+4,2,4(-15) | b3(-19, i22 gap before follow ups) | ws3+4(-21) | MIA2(-20) | | ||||||
−15 | f2(-18) | db1,1,1+2(-15) | uf4(-20) | ws1,4,1+2(-20) | FC df1(-19) | | ||||||
−14 | df4 | uf1 | (IZU4),1 | | ||||||
−13 | 3 | f3,4 | df3+4,1 | b2,1,1 | ws1,1,1 | b3,2 | ff2,2 | ws3 | IZU1,2 | IZU2 | GEN2 | | ||||||
−12 | 1,2,4 | 2,1,4 | 1+2 | 1+4,3,1 | df2 | b3+4 | uf4,3 | ws2,1 | ws4(pushback) | IZU1+2 | HS2 (from GEN) | ||||||
-11 / -10 | 1+4,3(-11) | df1,1(-11) | df3+4(-11) | df3+4(-11) | db1,1(-11) | b1(-10) | ws1,4(-11) | |
−15 | 1+4,2,d4(-23) | ws1,4,2(-16) | FC df3(-19) | IZU4(-37) | | ||||||
−14 | |||||||
−13 | 1+4,3,d4 | | ||||||
−12 | 1,3 | d4 | db2 | db3 | GEN1 | | ||||||
−11 / -10 | FC df2(-11) | |
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. |
Izumo throw is 1+2 break. |
Manual GEN transition (f3+4) has built in special low AND throw parry. |
FC df3 non clean hit(+0c) | |