unfortunately i dont think im able to translate everything due to time constraint etc but yeah, ill try to get as much good info while at it.
normals
st.lp, cr.lp : 3F
cr.lk : 4F
cr.mp : 5F
b.mp : 5F, long blockstun
f.lp(4F) wont whiff against anyone crouching so using the f.lp xx s.mp target combo is pretty much safe against everyone.
st.lk has a good reach and has 4F startup.
st.mk xx tatsumaki works against crouching opponents.(not sure if i understood this right, will test later)
f.mk can be used for kara demon.
AA-ing with s.hp xx hp electric fb for chip damage.
specials
ex fireball is +4 on hit/block, good for pressuring in the corner.
air tatsu distance lk shortest, hk longest.
mk tatsumaki has long hit stun that you can fa cancel level 2 crumple.
when you have 2 bars, cross up air tatsu followed by mk tatsu is safe since you can fadc and not be at a disadvantage.
ex ground pound and mk ground pound is similar in ways that both of them is full invi on the 1st frame, and considered airborne from the 2nd frame onwards.
hk ground pound is slow but has throw invi from the 1st frame and is hard to punish on block.
after a neutral or forward throw (mid screen):
mk slash > dash and you’ll be in close range.
lk slash > jump.hk (loses to reversals but an empty jump will be able to block in time except command throws)
oh and as mentioned in prev post, apparently his mixup game/“vortex” is mainly(for now) revolves around the mk ground pound…
Combos:
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[cr.lkx2 -> cr.lp] -> st.mk(1st hit) xx [hk tatsumaki] OR [mk tatsumaki focus cancel level 2 -> UC (both)]
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[cr.lk -> cr.lp] -> b.mp [(if hits opponent standing do TC2)] xx mk ground pound
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[f.lp xx mp] xx lp fireball fadc cr.hp [(if hits opponent standing do TC2)] xx mk ground pound
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ex slash -> [mk tatsumaki] OR [UC1 PPP] or [hk tatsumaki(1st n 3rd hit) -> UC2]
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(opp in corner) [cr.lk cr.lp] -> b.mp xx ex tatsumaki -> [mk tatsumaki] OR [UC1 PPP] OR [UC2] or [EX fireball -> mk tatsumaki]