Notable players to watch on youtube: Hao.
Some important moves to know:
qcf
His crouching dash is extremely important and gives him access to many great moves. His movement in neutral is qcf~u~qcf~u.
qcf~iws+1
Will take some practice to do consistently but it’s his main get-in tool. It rushes forward very fast and is only -1 on block. You can either start offense after that, or keep them honest with the 2nd hit of the string (ws+1,2)
f+1,1,2
The 1st 4 hits of his 10 string. It starts off with a standing jab (f+1) which leaves you at +1 on block and thus good for pressure. What happens when they don’t respect the jab? You do the full string. the 2nd punch hits them CH, the 3rd punch whiffs, and then you can raise them into a juggle. On block, f+1,1,2 is very safe vs many characters, and you can always add more hits of the string to force them to do more guessing on when to punish.
d/f+1
0 on block which is good for a d/f+1, but at the price of having very small range.
b+1+2
The shoulder. Still one of the best whiff punishers in the game.
b+1
10 frame speed, -10 on block. A yomi based tool, meant to be used sparingly. If you catch a counter hit, you get a free dash in b+1+2 and it hurts.
qcf+1
An amazing low. Does great damage, cannot be low parried, crushes highs, on counter hit gives this weird flip. The only problem is that it’s slow so you need to hide it inside your qcf game.
f+2,1,2
On block f+2,1 is safe. On hit what happens is this: f+1 on counter hit connects to the 2nd hit, and the 2nd hit on regular hit connects to the 3rd hit. So either you f+2,1 in their face or do it from afar, hoping that they are waiting for a whiff and while trying to punish the 1st thing they see, they get hit by the 2nd hit. In both cases you hit confirm the 2nd hit into the 3rd hit. Also good if you expect tagging.
b+4
A great side movement catching 12 frame poke.
d/b+3
A matchup dependent low. If the opponent character ws launcher is more than 15 frame and his best punisher below that is a mere ws+4, then d/b+3 is a great move. Otherwise, not so much.
ws+4
It’s a ws+4, good but nothing special. You can do it from qcf.
ws+3
his ws launcher.
ws+2
15 frames, has short range, but safe on block. On hit you get a combo of d+4 1+2 which is cute. On counter hit you get more.
d/b+4
This may sound a little weird- This move is safer on whiff then on block. What you do is you only whiff is from afar, where it’s kinda hard to punish. If the opponent was dashing in to attack you, you got a juggle on him. 2~1 into tag assault IIRC.
f+4~b
Use in the same way as the above. After it hits you get backturned 3->d+3+4 I think. If it whiffs you just continue holding back (or even d/b!) to turn around again.
qcf+1+2
A mid that’s +3 on block.
b+3+4 and f+3+4
Not very good on their own, but because of the auto blocking property, they are used to make tagging in safer by canceling the running-in animation.
f+3,4
Great tag punisher. When you think the opponent is going to tag, do f+3. If he didn’t, it’s safe on block. If you see he did, add the 2nd hit and launch the incoming character.
ss+4
When you need a high risk, high reward mixup tool. Mix with ss~d/f+3.(which is safe on block)