Day 1 Poison stuff. A lot has probably already been covered but here are some of my notes:
Anti air - cr.hp xx qcf.p (fireball juggles, strength is space dependent)
Far anti air - st.mp xx qcf.p (do early);
st.hk (even earlier)
Throws - opponent blocks qcb.k -> throw; j.lk -> throw;
overhead (hit or block) -> throw
After forward throw - one step forward, forward jump + lk/fp for ambiguous crossup. Use FP for characters with a wider upper hitbox. Crossup is mean. Easier to hit in corner;
qcf.fp (on hit - cr.mk xx rekka x3 / on block - free pressure)
After back throw - qcf.mp, qcb.mk;
qcf.mp;
qcb.mk
Quick punish - no meter: cancellable normal of choice (cr.lp, cr.mp, cr.lk, etc.) xx rekka x3;
one bar: normal xx ex rekka x4, st.mp, cr.mk xx dp.hk
Incoming off of tag - st.mp, cr.mp xx dp.hk
Combo from qcb.k - cr.lp (x2 is okay), cr.mk (or st.mk) xx rekka x3
Super - l, m, h xx super;
whatever into ex rekka x4, (cr.mk/st.mk/cr.mp) xx super --the normals do the same damage so it’s preference.
on incoming from tag: cr.mp xx super;
bad scaling useless combo: qcb.k, cr.lk, cr.lp, st.mk xx ex rekka x4, st.mp, cr.mk xx super
Shenanigan - Space with cr.mp/cr.mk to get in sweep range, then cr.hk xx ex qcb.kk into combo on hit or safe on block