lol, posting here instead of tz eh guys?
just few observations…
whiff b+3 and its dash in d/f+2 your ass. block b+3 and its still d/f+2 your ass.
1+2 sucks. underrated nerf, gets stepped like crazy (practically everything gets stepped like crazy in this game except the homing moves) and has less range (1 full bdc and it whiffs). still gotta use it for some mixups, but not worth it any more imo.
b+1+4 is i12 and shitty, but better than nothing. kick tracks 360, punch doesnt track for shit. semi-legit mid/low mixup, but i still think you can block/low parry on reaction once you see it enough. mid 4 ender puts them bt with no easy beefy followup. beastly players will step the punch and hopkick the low. sweet.
punishment sucks. list:
-10 use standing 1
-11 use standing 4
-12 use b+1+4
-13 use 2,3
-14 use 3,1
-15 use d/f+2
-17 use f+2
prob would want to use 2,3 to punish -13 and -14 due to knockdown, but 3,1 is more damage and leaves them standing if thats your thing. hopkicks will own most your moves, but if you block it then you get that ultimate punishment that is 19 points of damage on b+1+4.
f,f+2 is supposed to be i13 or so, but its more likely to be 14 or 15 with the dash. hella damage. breaks floors. wont shift to attack throw on the side and back. does like 40% on rage. d/f+1,2 also deals tons of damage.
2,3 is -17 on block. totally sweet. they can block, hesitate, then d/f+2 for half your life and lunch money.
d/b+4,3 is a hard ch hit confirm. you have to know you are going to hit d/b+4 as a ch, but its so slow its kinda hard. usually what happens is they do a move after you initiate the d/b+4 so you ch them late.
ws+1,4 cannot be delayed at all but im sure yall knew this. pretty lame. easy rollback on hit.
f,f+3 tech crouches and KDs hard, but ends in fc and is -14. if it hits, ws+1+2~d is easy pressure. you can do one cancel then do it again for ch hunting. f,f+3 W! is good, but you gotta remember to cc then do your bounding move. so, f,f+3 W!, cc b+4,2, b!, b+2,1,4 or something like that.
ws+1+2 on ch will make people explode. free f+2 followup that doesnt scale.
easy juggles:
d/f+2, u+3, 2,1, 2,1,1+2, b! iws1,4 - for damage and no wall
d/f+2, u+3, 1+4, b+2,4,3 - best wall carry
1+4,2,d+4 - most dmg wall combo, must be on high wall float/hit otherwise the third hit will whiff and they will tech the low kick into ownage. wont work after a b+4,2 bound at wall usually because the b+4 hits them against the wall and counts for the wall combo.
got hella more info, but its time to sleep.