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
![](https://i.ytimg.com/vi/9SrFaKGDGIs/maxresdefault.jpg)