BNB Combos:
s.lk, s.mk, s.lp xx l.ss/ex.ss
c.lk, s.lp xx l.ss/ex.ss
c.mp, s.mp/b+mk/c.mp xx h.ss
c.mp, s.mp xx m.ss xx CA
c.hp, s.mp/b+mk xx h.ss
ms, s.lp, s.mp xx h.ss
ms, s.lp, s.mp xx m.ss xx CA
V-Trigger Combos:
c.lk, s.lp xx ex.sb xx f+vt, nj.hp, c.hp, s.mp xx h.ss
s.hp xx ex.sb xx f+vt, nj.hp, c.hp, s.mp xx h.ss
c.mp, s.mp xx l.sb xx f+vt, nj.hp, c.hp, s.mp xx h.ss
j.hk, s.hp xx l.sb xx vt, s.lp, s.mp xx m.ss xx CA
(Corner) j.hk, s.hp xx m.sb xx f+vt, nj.mk, s.hp xx l.ta
c.hp xx vt, c.hp, s.mp xx h.ss
Counter Hit Standing Fierce:
s.hp xx l.ms, s.lp, s.mp xx h.ss/m.ss xx CA
s.hp xx ex.ms, s.mp/b+mk xx m.sb xx f+vt, nj.hp, c.hp, s.mp xx h.ss
Counter Hit F+Fierce:
f+hp, h.ta
f+hp, m.sb, m.ss xx CA
f+hp, dashx1, c.hk
f+hp, dashx1, h.ss
f+hp xx f+vt, nj.hp, c.hp, s.mp xx h.ss
Most Reliable Anti Airs:
c.mp (Close range but not cross up range… Useful while zoning: boom -> dash -> react to jump ins with this button. You can also cancel this into h.sb for pressure)
c.hp (mid range jump ins roughly f+hp range)
s.mk (personal favorite anti air covers mp/c.hp range)
s.hk (meaty damage but slowish startup)
ex.ss (good use of meter your only true universal aa)
nj.hk (similar use as air throw stop cross us happy opponents with this or jump back lk)
air throw (most useful when opponent is cornered or you make an exceptional read)
s.lp (dive kicks, moonsault, neutral jumps)
f.lk (3/4 to full screen anti air)
Best Pokes:
c.mk
f+mk
f+hk
f+hp
f+lk
s.lp
Counter Hit Setups:
f+mk, c.lp xx l.ss
f.lk, c.lp xx l.ss
f+hk, s.lp xx l.ss
vs, s.lp xx l.ss
Frame Traps:
s.lk, c.mp
c.mp, b+mk
c.hp, s.mp
s.lk, s.hp
c.mp, c.mp/s.mp
c.mp, s.hp xx h.sb, f+hp
ms, s.lp
Throw Setups:
f+ throw, f+lk
f+throw, f+mk
b+throw, h.sb xx f/b+vt
Post Sonic Scythe Dash Pressure:
These setups only work on quick rise
l.ss, dashx1, c.mp/s.mk: (beats 3 frame normals. c.mp to start your frame traps/s.mk is good for tick throws but either work)
m.ss, dashx1, s.hp
h.ss, dashx2, block (beats 4 frame reversals)
Quick Pressure Breakdown:
st.lk is +3 on block. This normal leads to great frame traps with c.mp/s.fp CC and good tick throws. S.lk also leads into the rapid kick combo which is -2 on block. If rapid kick hits you can lead into s.lp xx l.ss/ex.ss or go back in with overhead/l.ms/f+lk. The jab at the end of this combo leaves you at +3 and perfect spacing for those options.
Alternate your s.lk pressure with walk up throws, s.fp, and c.lk to check low guard. The main goal is to remain unpredictable while training your opponent to become predictable… This will take practice but think about the options I’ve mentioned and slowly begin implementing them into your game.
I hope this updated post will be helpful. Please let me know if you have any questions.
-ShotoBro