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Check-out the description for short explanations of the moves! One more move I forgot to mention is 4~3 This move is very good for wake-up situations, and is a good tool for getting in. df+1: Good poking tool. 0 on block b+4: Good poking tool. Prevents sidestepping up close. db+3: Good low poke. Be careful as it is launch punishable on block. QCF 1: Damaging low poke. Can't low parry this. -13 on block. Gives a full combo on counter hit. QCF 1+2: Good move to throw out. +4 on block +9 on hit. Knocks down on counter hit into guaranteed d+3+4 d+2: Good low poke. Knocks down on counter hit f+3,4: Usually used for whiff punishing. Launch punishable b+1+2: Main punisher, good whiff punisher, i13 frame start up. SUPER launch punishable on block! df+3: Quick close range launcher. Lots of mix-up potential df+2,2: Safe on block, whiff punisher, & wall splats ff+2: Whiff punisher and good for keep out. -10 on block b+1: Interrupting move. Counter hit grants a free b+1+2 uf+2: Evasive move. Good when used up close. FC df+2: New launcher. Good mix-up potential. -14 on block db+4: Low launcher. Careful, it staggers on block! 1,1: Good against sidestep. If 2nd hit is CH, then full combo. -11 on block uf+4: Hopkick, i15 frame punisher, -13 on block SS 4: Low launcher, good when used up close, mix-up potential df+3+4: Tracking move, good at long range, always follow up with 4~3