Fierce feint Strong (FFS) involves cancelling the recovery of her stand fierce with a Hayate charge, and then cancelling the hayate with a kick input.
The hayate cancel (aka HC or feint) makes her st.fierce +5 on hit, allowing a 1-frame link into st.strong. Hence fierce, feint, strong.
Again, it’s a 1-frame link into st.strong, and only if you HC as quickly as possible. Furthermore, st.fierce HC is only +4 against crouching opponents, so it’s best to use FFS after a karakusa or punish/dizzy/focus.
IAT (instant air Tsurugi) has too much push back for FFS to connect against most, if not all, of the cast. (I think…)
Anyhow, the input I like for FFS is fierce, qcf+jab+short (hold it for a split second or you might get a jab hayate), strong.
All HC’s yield the same frame advantage, so it doesn’t matter if you cancel a fierce, strong, or jab hayate. I use jab and cancel with short because it’s comfortable.
Then I plink the st.strong.
You get a bit more damage from FFS xx strong hayate than fierce xx fierce hayate.
However, you’re relying on a 1-frame link and also losing a frame of advantage (strong hayate is +1, fierce is +2) and positioning.
I often skip on the FFS if I feel like I don’t need the extra damage or if I want a slightly stronger post-hayate mixup.
FFS can be useful to build a touch more meter, especially if you end with ex.hayate (into corner jab.fuki, ex tsurugi).
While utilizing FFS in your karakusa bnb might not be the highest priority, HC is as great tool to have.
You always want to HC her st.fierce (when you’re not going straight into hayate or oroshi), as her naked st.fierce is unsafe on block AND hit.
HC gives you better frame advantage on st.fierce.
HC gives keeps you close at the cost of some frame advantage on st.strong.
This helps you either stay in to maintain pressure OR reset into karakusa.
Check the bible for a full rundown on which normals can and should be hc’ed.
As for movement… more or less in order for distance.
-Walk
-Towards+short for a tiny bit of movement.
-IAT over projectiles for a tiny bit of movement (not recommended against Guile inside mid.screen. You’ll eat a fierce)
-Towards+strong if you think they aren’t mashing on normals.
-Towards+forward (you can cancel into roundhouse if you think they’ll try to whiff punish).
-Dash
-Empty jump
I like to empty jump from the tip of j.roundhouse range. Of course, this depends on the matchup, but against characters who rely on normals for AA, this can be a pretty decent way of getting in.
You can input cr.short xx ex.hayate after the empty jump. If they whiff an AA, you can sometimes tag their extended hurtbox and push them to the corner.
You can also use cr.strong for more range over cr.short. Be careful that you don’t reach them when they’re blocking, or you’ll burn a bar to end up at -4.
Cr.strong is also easier to whiff punish for them, in the event that they don’t hit any buttons.
A big thing to remember is that, unless they have a projectile, you don’t have to rush in.
Even if they do have a projectile, you can neutral jump tsurugi to build some meter.
Just chill out at mid stage, creep forward with walking/towards+short/IAT if they’re giving up their ground, and don’t let them jump in or walk up in your space.
At mid stage, a single ex.hayate with a few dashes will put them in the corner.