Repost from old thread, from Ash/CMD Duc:
(Pressure)
I just run in with d.B, d.A, and press forward getting ready for forward+A. If the d.B hits, then I press A and continue. For dash s.C, I just run in and see if the opponent is doing something and may get hit then I'll do forward A if I feel it's gonna hit.
(Jump-ins)
j.A - Up close fast air attack (air to air or ground)
j.B - far distance air to air, use like a poke
j.C - Up close slow but low hitting air attack - good against people who like to d.A anti air
j.D - far distance / air to air
j.CD - against people who use d.C and for super long block stun
(Mixups)
Yeah if they're able to block most of the things I do I'll go for grab/crossup/frame trap.
The best setup is using close stand B first then either
- stand C link
- stand C frame trap (slightly late s.C)
- command throw / regular throw
- another jump attack or cross up
- s.A, s.B then far s.D for poking
Cross ups are harder in console in that you can't hop over a standing opponent in console. So I use it a lot less now.
(Basic offense)
Most important thing is to poke with s.B and s.D and j.B or D at it's max range to harass if you have trouble getting in. You have to really know his normals well. When you can get in, j.Cs and d.B, d.A pressure until you can hit confirm. Also manage your meter wisely meaning go for only combos using just super meter or just HD. Use both if it's for the kill. I tend to use only standard combos or HD combos. Standard combo would be s.C, f+A, qcb+C, super (or d.B, d.A as starter).