odiles anti air is standing D for the most part, which you can jump cancel into jumping C if they’re close enough, or just combo right into the air super
if they start parrying the standing D, you can mix it up with jumping C, or dash under -> jump up shenanigans
odile, the way i play her at least, is pretty attacky. olivia is the poke character of the game. they both have really strong corner games though (in a game where everybody has a strong corner game)
deathbringer’s power up lasts until he is either knocked down or until he does a C or D version of a special move. if you fall down and tech roll, you retain the power up (same with watson and his levels). that power up is super buff, btw
watson’s corner trap is just a mix up. the watson sets up the trap and either does a f+A overhead or crouching B low. a more advanced watson player will do jump back A as an instant overhead, but the timing for that is tough against most characters
coyori has the longest, flashiest combos out of all the top tier characters when she goes into heat up. cedric routinely does beefy combos also, but they’re all really simple. ashley comboing into heat up stuff is also pretty wild
against most characters, you can get by without parrying much. against cedric’s step kick, coyori and ashley rush down, and face’s rekkas you pretty much have to parry
unless the opponent doesn’t want to block, watson pretty much has to parry to land his combo to get to level 2. freed has to parry to maintain offense as well
donvalve doesnt have much in the combo department, other than close C to hcf+B juggles/anti air
freeds combo is really simple:
(heat) 46B -> 2C -> 28C -> 46C
after that do another 46C (whiff) and then mix up. the whiffed 46C creates a shadow that hits meaty right as the opponent gets up
unfortunately freed doesnt have a very threatening low option out of heat up. his 46B (hold) is impossible to combo off of, and its possible to just block 2Bs while looking for the 46B. of course freed can get in some throws or 46B (hold), but nothing really scary
face has a a set of rekkas with variable branches to them. he has a lot of good options out of rekkas, and on hit they lead to easily verified combos into bazooka super
the general idea is face pressures constantly with different types of rekkas. the opponent’s best option is usually to high parry it. you mix it up by doing a fake rekka, see the whiffed parry, and do a combo
to keep pressure going, you can use face’s evasive rekka (214P), or his overhead branch out of rekka, which has a ton of frame advantage (623A), or parry if you’re being really agressive. fake rekka into throw also works if they’re intent on blocking. face gets a ton of damage off of a low bounce parry, especially in the corner
They fixed that for the home version. You can set the game version to either “Arcade” or “Consumer”, arcade being obvious, and consumer being fixed. Most people here seem to agree that consumer is the way to go.