st. A is a good ranged low slash towards the opponent
st. B is a forward thrust kick
st. C is a 2 hit diagonal slash that is not cancel-able
st. D is a round kick that is aimed at the opponent's head
st. B and st. D are special cancel-able and whiff cancel-able
Close
cl. A is a jab that is special cancel-able and can chain into itself and cl. B
cl. B is a kick that hits the opponent's shins. Hits low and is special cancel-able.
cl. C has Whip turning around to hit the opponent with the handle of her whip. Special and super cancel-able
cl. D is a inverted roundhouse kick that aimes at the opponent's head. Special cancel-able
Crouching
cr. A: Whip crouches to slash the whip in front of her. Hits OTG after a hcb+C or a heavy kick throw.
cr. B uses the knife in Whip's boot to deliver a crouching kick aimed at the opponent's foot. It can't chain into itself but can be chained from cl. A or close B. Has good range and is special and super cancel-able.
cr. C: Whip from a starting crouching position stands up while twirling her dagger. Hits twice, and is special and super cancel-able as well as whiff cancel-able.
cr. D is a quick & very low profiled sweep. Not cancel-able
Jumping
j. A has Whip using her handle of her Whip to hit the opponent at a steep downward angle aiming at 5 o'clock. Can cross up standing and crouching opponents and can be used as an quick instant overhead.
neutral j. A: Whip uses half of the distance of her whip in front of her in a half circle. Good to use for incoming hops or jumps.
j. B: good for air-to-ground approaches and can be used as a instant overhead against taller crouching opponents
j. C: Whip uses her whip to slash at a downward angle below the opponent. Easy to cross-up with and as a fairly large distance which is good for air-to-ground approaches
neutral j. C similar in concept to neutral j. A but Whip uses the whole distance of the whip to cover in-front of her and below her. Good to use for air-to-air or cover distance in the air at a midrange distance away from the opponent.
j. D: Whip throws out two horizontal jumping side kicks at the opponent. Hits twice if timed correctly. Good to use while hopping towards or away from the opponent.
neutral jump D: This flip kick is good for stopping or checking opponents jumping in
Blowback
st. CD: Whip thrusts the handle of her Whip towards the opponent. Quick, great range, stays out for a decent amount of time and has good recovery.
jump CD: Whip forms her whip as a spear that aims at a downward diagonal angle toward the opponent. Has a good range, distance and starts up fairly quick. Good for air-to-ground approaches by hopping.
Throws
Alpha - close, (b/f + C)
Grabs the opponent then flips on top of them. Whip lands right in-front of the opponent and recovers instantly while the opponent lays on the ground for a considerable amount of time.
Hard knockdown
Can be broken
Zed - close, b/f + D
Whip grabs and throws the opponent over her shoulder. Whip recovers from the throw quickly which can be used to follow up with a cr. A or a Desert Eagle (rdp+P) or cross-up jump attack, empty jump throw, or any other okizeme setup or option.
Hard knockdown
Can be broken
Command Moves
Whip Shot - f + A (up to 5 times)
This command normal has Whip horizontally throwing lashes in front of her. The range of the lashes are at a half screen distance.
You can hold forward while pressing A (light punch) to continue the lashes up to 5 hits.
Whip is vulnerable during this move if it's whiffed, and can be guard cancel rolled if blocked.
The last hit can be canceled into a special move (for example into hcf+A or dp+A/B/C/D) or super (but doesn't connect)
Can be cancelled easily from Whip's close D (heavy kick).
Special Moves
Boomerang Shot - (hcf + A/C)
Whip ducks down then aims two quick slashes at a diagonal angle in-front and above her. If the opponent is hit, the whip will grab them & throw them behind Whip at a full screen distance.
Hits twice; the first hit's range is closely outside of her standing LK (B) while the second hit is around a half-screen distance away from Whip. The first hit can hit crouching opponents within its range, while the second hit can whiff on crouching opponents and a few short standing characters.
Very unsafe on block and if whiffed.
The light punch version (A) has faster start-up but has less damage while the heavy punch version (C) starts up a little slower but has more damage. Both punch version can combo easily from Whip's cancel-able light and heavy normal attacks.