Jump to navigation Jump to search
'''s.A:''' 25 damage,
cancelable & chainable, hits mid. A very quick, nice ranged jab. Good for stopping hops. Whiffs on crouching opponents, so be careful using it up close. 3+ frames on block.
'''s.B:''' 30 damage, hits mid. A boot aimed at the lower mid-section. It is not
cancellable out of anything, but you can chain it from other light normals. A good poke at close range, and you will be confirming this kick into HD activation sometimes. -1 frame on block.
'''s.C:''' 70 damage,
cancelable, hits mid. This gut punch is one of the few starters to many of his combos. It's quick, safe on block (-1 frame), but you will need to learn how to properly hit confirm this or else you will missing out on good potential damage from a phat combo.
'''far C:''' 80 damage, super
cancelable, hits mid. This is another good punch that you will be using to stop incoming hops. It even has autoguard which will catch some hop attacks at the right time. The range is fairly long too. You will be using this poke pretty often at range -7 frames on block but you will be out of their range before most characters can do anything.
70 damage, hits mid. A sort of a round kick that's aimed at the midsection. Unfortunately it isn't cancellable into anything, so it can be sort of a risk to poke with this attack. The range is fairly long so you can end some juggles with this. - 9 frames on block ..
80 damage , cancelable, hits mid. Sort of a high knee aimed at the chin. It would be best to use s.C over this kick because s. C is much faster (by a frame though) and is safer on block. But if you are personally more used to using this attack than s.C for combos, it won't get you killed. - 12 frames on block.