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- RYU
- 1. OPENING MOVES
- i. strong red hadouken
- ii. wait for opponent to act
- iii. cr.roundhouse
- iv. f+fierce to strong or fierce throw
- 2. BUILDING SUPER METER
- i. jab shoryuken
- ii. air hurricane kick
- iii. short hurricane kick
- 3. STRINGS
- i. hadouken > hadouken
- ii. cr.roundhouse > hadouken
- iii. cr.forward (don't cancel) > super fireball
- iv. crossup j.roundhouse ----> strong or fierce throw
- |`--> cr.forward > red hadouken
- |`--> cr.strong ----> strong or fierce throw
- | `--> cr.forward > hadouken
- |`--> cr.short x 1~3 ----> strong or fierce throw
- | `--> cr.roundhouse > hadouken
- `--> f+strong ----> cr.roundhouse
- `--> cr.forward > red hadouken
- v. f+fierce -----> strong or fierce throw
- `---> super
- 4. COMBOS
- i. j.fierce > close st.fierce > fierce red hadouken
- ii. j.roundhouse > cr.strong > fierce shoryuken
- 5. HANDLING PROJECTILES
- i. jab or fierce hadouken
- ii. neutral jump
- iii. block
- iv. jab shoryuken
- v. hurricane kick (for sonic booms, yoga fires, and ground tiger shots only)
- 6. REVERSALS
- i. jab shoryuken
- ii. super
- iii. short hurricane kick
- 7. ANTI-AIR
- i. jab or fierce shoryuken
- ii. cr.roundhouse
- iii. j.strong
- iv. neutral j.roundhouse
- v. far st.strong/fierce
- vi. cr.strong
- 8. CROSSUPS
- i. j.roundhouse
- ii. roundhouse air hurricane kick
- KEN
- 1. OPENING MOVES
- i. fierce hadouken
- ii. jump towards
- iii. wait for opponent to act
- iv. walk up ----> cr.roundhouse > jab hadouken
- `--> forward throw or jab shoryuken
- vs. ryu, ken, chun-li, and deejay:
- ` j.fierce ----> roundhouse air hurricane kick > cr.roundhouse
- `--> jab shoryuken
- vs. dhalsim:
- ` j.fierce > close st.strong > qcf+kick (hold kick)
- vs. honda (if he does a hundred hand slap)
- ` crossup forward > cr.strong > fierce shoryuken
- vs. boxer (if he does a turn punch)
- ` j.fierce > air hurricane kick > cr.roundhouse > qcf+kick
- 2. BUILDING SUPER METER
- i. jab shoryuken
- ii. air hurricane kick
- 3. STRINGS
- i. hadouken ----> walk up cr.roundhouse > hadouken
- |`--> forward throw
- `--> walk up jab shoryuken
- ii. crossup forward > cr.short x 1~3 ----> cr.roundhouse > hadouken
- |`--> forward throw
- `--> jab shoryuken
- iii. meaty cr.forward > cr.roundhouse > jab or fierce hadouken
- 4. COMBOS
- i. j.roundhouse > close st.fierce > jab shoryuken
- 5. HANDLING PROJECTILES
- i. jab or fierce hadouken
- ii. neutral jump
- iii. block
- iv. jab shoryuken
- v. hurricane kick (for sonic booms, yoga fires, and ground tiger shots only)
- 6. REVERSALS
- i. jab shoryuken
- 7. ANTI-AIRS
- i. jab shoryuken
- ii. fierce shoryuken
- iii. cr.roundhouse
- iv. j.roundhouse
- v. close st.fierce
- vi. cr.fierce
- vii. far st.strong or far st.fierce
- viii. cr.strong
- 8. CROSSUPS
- i. j.forward
- ii. roundhouse air hurricane kick
- E.HONDA
- 1. OPENING MOVES
- ii. b/f+roundhouse
- iii. walk up ----> cr.jab
- |`--> cr.strong
- `--> cr.forward
- iv. jump towards
- v. forward or roundhouse sumo smash
- 2. BUILDING SUPER METER
- i. builds fast enough through regular fighting
- 3. STRINGS
- i. strong or fierce hundred hand slap ----> strong or fierce hundred hand slap
- `--> oicho throw
- iii. cr.jab or far st.jab ----> hundred hand slap
- `--> fierce or roundhouse throw
- iv. cr.jab or cr.short > oicho throw
- v. j.d+forward or d+roundhouse ----> oicho throw
- `--> cr.forward ----> strong or fierce hundred hand slap
- |`--> headbutt
- `--> sumo smash
- vi. fierce throw ----> crossup j.roundhouse > close st.strong > st.roundhouse
- `--> crossup j.d+forward ----> cr.jab or cr.short ----> fierce or roundhouse throw
- | `--> oicho throw
- |`--> fierce or roundhouse throw
- `--> oicho throw
- vii. roundhouse throw ----> walk up ----> cr.roundhouse
- | `--> cr.jab or cr.short ----> hundred hand slap
- | |`--> fierce or roundhouse throw
- | `--> oicho throw
- |`--> j.short ----> st.jab or cr.jab > hundred hand slap
- | `--> cr.short ----> fierce or roundhouse throw
- | `--> oicho throw
- `--> fierce hundred hand slap ----> hundred hand slap
- |`--> fierce or roundhouse throw
- `--> oicho throw
- viii. oicho throw ----> sumo smash
- |`--> strong or fierce hundred hand slap
- `--> oicho throw
- 4. COMBOS
- i. j.fierce > close st.jab > hundred hand slap
- ii. j.fierce > cr.short > fierce headbutt
- iii. crossup roundhouse or crossup d+forward > close st.jab > cr.short > strong or fierce hundred hand slap
- 5. HANDLING PROJECTILES
- i. neutral jump
- ii. block
- iii. sumo smash
- 6. REVERSALS
- i. headbutt
- ii. sumo smash
- iii. oicho throw
- iv. super
- 7. ANTI-AIRS
- i. close st.fierce
- ii. far st.jab
- iii. cr.jab
- iv. far st.strong
- v. far st.forward
- vi. b/f+roundhouse
- vii. jab hundred hand slap
- 8. CROSSUPS
- i. j.d+forward
- ii. j.roundhouse
- CHUN-LI
- 1. OPENING MOVES
- i. walk up cr.forward
- ii. walk up lightning legs
- iii. far st.fierce
- iv. fierce kikouken
- v. jump back
- 2. BUILDING SUPER METER
- i. kikouken
- ii. back jump > air spinning bird kick
- iii. lightning legs
- 3. STRINGS
- i. cr.forward ----> cr.forward
- |`--> far st.short > forward lightning legs
- `--> forward lightning legs
- ii. far st.strong ----> far st.strong
- |`--> throw
- `--> wait for opponent to act
- iii. jab kikouken > cr.forward ----> forward lightning legs
- `--> throw
- iv. cr.short or crossup forward ----> throw
- |`--> lightning legs
- `--> cr.roundhouse
- 4. COMBOS
- i. j.roundhouse > close st.strong > cr.roundhouse
- ii. crossup j.forward > cr.short > roundhouse upkicks
- iii. j.roundhouse > close st.fierce > fierce kikouken
- iv. j.roundhouse > close st.forward > forward lightning legs
- v. j.roundhouse > cr.forward > far st.fierce
- 5. HANDLING PROJECTILES
- i. kikouken
- ii. neutral jump
- iii. block
- iv. df+roundhouse
- v. short spinning bird kick
- 6. REVERSALS
- i. roundhouse upkicks
- ii. spinning bird kick
- iii. super
- 7. ANTI-AIRS
- i. short upkicks
- ii. close st.forward
- iii. far st.forward
- iv. neutral j.fierce
- v. neutral j.roundhouse
- vi. far st.jab
- vi. far st.fierce
- viii. cr.roundhouse
- 8. CROSSUPS
- i. j.forward
- BLANKA
- 1. OPENING MOVES
- i. jump towards
- ii. df+fierce
- iii. far st.short
- iv. wait for opponent to act
- 2. BUILDING SUPER METER
- i. back hop
- 3. STRINGS
- i. (crossup) j.short ----> close st.strong --(hit)-->
- | |
- | (blocked)
- | |`--> fierce throw
- | |`--> cr.short > fierce throw
- | |`--> cr.roundhouse
- | `--> forward hop ----> fierce throw
- | `--> close st.strong ----> strong electricity
- | |`--> close st.f/b+strong
- | |`--> crossup j.short
- | `--> forward hop
- `--> crossup j.short
- ii. jab or strong straight ball ----> close st.strong > close st.b/f+strong
- |`--> cr.forward > cr.forward > fierce straight ball
- |`--> crossup j.short
- |`--> fierce throw
- `--> wait for opponent to act
- 4. COMBOS
- i. j.roundhouse > cr.forward > fierce straight ball
- ii. j.roundhouse > close st.strong > cr.forward
- iii. crossup j.short > close st.strong > close st.b/f+strong
- 5. HANDLING PROJECTILES
- i. block
- ii. neutral jump
- 6. REVERSALS
- i. straight ball
- ii. up ball
- 7. ANTI-AIRS
- i. up ball
- ii. neutral j.fierce
- iii. df+fierce
- iv. far st.strong
- v. st.roundhouse
- 8. CROSSUPS
- i. j.short
- ii. j.fierce
- ZANGIEF
- 1. OPENING MOVES
- i. walk up
- 2. BUILDING SUPER METER
- i. quick double lariat (3K)
- 3. STRINGS
- i. far st.jab --\
- far st.short -\
- far st.strong ----> cr.roundhouse
- `--> jump towards
- ii. far st.short ----> spinning pile driver
- |`--> cr.roundhouse
- |`--> walk up strong throw
- |`--> j.short > super
- `--> wait for opponent to act
- iii. far st.short > far st.short ----> spinning pile driver
- `--> cr.roundhouse
- iv. cr.jab ----> cr.jab ----> cr.jab x 1~2 ----> spinning pile driver
- | | `--> cr.roundhouse
- | |`--> spinning pile driver
- | `--> strong throw
- |`--> super
- `--> strong throw
- v. cr.forward ----> spinning pile driver
- `--> cr.jab > spinning pile driver
- vi. far st.jab > spinning pile driver
- 4. COMBOS
- i. j.fierce or roundhouse > st.strong > cr.roundhouse
- ii. crossup j.d+fierce > st.strong > far st.short > cr.roundhouse
- iii. crossup j.d+fierce > cr.forward > quick double lariat (3K)
- 5. HANDLING PROJECTILES
- i. double lariat (3P)
- ii. quick double lariat (3K)
- iii. banishing fist
- iv. block
- 6. REVERSALS
- i. spinning pile driver
- ii. double lariat (3P)
- iii. quick double lariat (3K)
- 7. ANTI-AIRS
- i. double lariat (3P)
- ii. close st.jab
- iii. far st.roundhouse
- iv. cr.roundhouse
- v. neutral j.d+fierce
- vi. cr.punch
- 8. CROSSUPS
- i. j.d+fierce
- GUILE
- 1. OPENING MOVES
- i. sonic boom
- ii. f+forward
- iii. cr.forward
- iv. neutral jump
- v. wait for opponent to act
- 2. BUILDING SUPER METER
- i. sonic boom
- 3. STRINGS
- i. blocked sonic boom ----> cr.jab ----> cr.forward > sonic boom
- | `--> wait for opponent to act
- `--> b or f+short ----> cr.jab > jab sonic boom > cr.forward > sonic boom
- `--> jab sonic boom
- ii. f+forward > f+forward
- iii. crossup short ----> cr.short 1~2 ---hit---> flash kick
- | `-block-> fierce throw
- | `-block-> (standing short) > sonic boom
- `--> fierce throw
- 4. COMBOS
- i. j.roundhouse > cr.strong > flash kick
- ii. j.roundhouse > close st.fierce > fierce sonic boom > f+fierce
- 5. HANDLING PROJECTILES
- i. sonic boom
- ii. neutral jump
- iii. jump back
- iv. block
- 6. REVERSALS
- i. flash kick
- ii. super
- 7. ANTI-AIRS
- i. flash kick
- ii. cr.fierce
- iii. far st.strong
- iv. close st.forward
- v. neutral j.forward
- vi. j.roundhouse
- vii. j.fierce
- viii. cr.forward
- ix. cr.roundhouse
- x. far st.fierce
- xi. f+fierce
- 8. CROSSUPS
- i. j.short
- DHALSIM
- 1. OPENING MOVES
- i. wait for opponent to act
- 2. BUILDING SUPER METER
- i. short yoga blast
- 3. STRINGS
- i. cr.strong > st.fierce
- ii. j.d+forward > db+forward > roundhouse drill > strong throw
- iii. db+forward ----> db+forward
- `--> strong throw
- iv. blocked yoga flame ----> db+forward
- |`--> strong throw
- `--> fierce yoga fire
- 4. COMBOS
- i. super
- 5. HANDLING PROJECTILES
- i. slide
- ii. cr.punch
- iii. drill
- iv. yoga fire
- v. yoga flame
- vi. block
- vii. neutral jump
- 6. REVERSALS
- i. nothing (reversal teleport is glitched, you can control where it goes)
- 7. ANTI-AIRS
- i. slide
- ii. cr.punch
- iii. st.kick
- iv. b+kick
- v. towards or vertical j.fierce
- vi. short yoga blast
- vii. st.fierce
- viii. b+jab
- ix. b+strong
- x. db+roundhouse
- xi. db+jab
- 8. BEST CROSS UP
- i. forward or roundhouse drill
- T.HAWK
- 1. OPENING MOVES
- i. walk up far st.strong
- ii. far st.roundhouse
- iii. wait for opponent to act
- iv. neutral or forward jump to condor dive
- v. rapid fire cr.jab
- vi. walk up mexican typhoon
- vii. walk up tomahawk buster
- 2. BUILDING SUPER METER
- i. just leave it up to regular fighting
- 3. STRINGS
- i. jump in ----> roundhouse throw
- `--> mexican typhoon
- ii. (roundhouse throw) ----> j.jab ----> cr.jab x 1~2 > roundhouse throw or mexican typhoon
- | |`--> roundhouse throw
- | `--> mexican typhoon
- |`--> crossup forward ----> cr.jab x 1~2 ----> st.jab > tomahawk buster
- | | |`--> roundhouse throw
- | | `--> mexican typhoon
- | |`--> roundhouse throw
- | `--> mexican typhoon
- |`--> crossup d+fierce ----> cr.jab x 1~2 ----> st.jab > tomahawk buster or walk up mexican typhoon
- | | |`--> roundhouse throw
- | | `--> mexican typhoon
- | |`--> roundhouse throw
- | `--> mexican typhoon
- |`--> cr.jab x 1~2 ----> roundhouse throw
- | `--> mexican typhoon
- `--> walk up tomahawk buster
- 4. COMBOS
- i. j.fierce > close st.forward > jab tomahawk buster
- ii. crossup forward > close st.forward > fierce tomahawk buster
- 5. HANDLING PROJECTILES
- i. neutral j.jab
- ii. forward j.jab or fierce
- iii. condor dive
- 6. REVERSALS
- i. jab tomahawk buster
- ii. mexican typhoon
- iii. super
- 7. ANTI-AIRS
- i. jab tomahawk buster
- ii. close st.strong
- iii. cr.fierce
- 8. CROSSUPS
- i. j.forward
- ii. j.d+fierce
- CAMMY
- 1. OPENING MOVES
- i. wait for opponent to act
- ii. walk up cr.forward
- iii. walk up roundhouse cannon spike
- iv. walk up far st.strong
- v. neutral j.short
- vi. fierce hooligan roll
- vii. cannon arrow
- 2. BUILDING SUPER METER
- i. just leave it up to regular fighting
- 3. STRINGS
- i. cr.forward ----> cr.forward
- |`--> (no cancel) fierce hooligan roll
- |`--> (no cancel) short cannon arrow > walk up ----> throw
- | `--> roundhouse cannon spike
- `--> walk up ----> throw
- `--> roundhouse cannon spike
- ii. crossup short > close st.jab x 1~2 --(hit)--> cr.jab > roundhouse cannon spike
- |
- (blocked)
- |`--> throw
- |`--> roundhouse cannon spike
- `--> fierce hooligan roll
- 4. COMBOS
- i. j.fierce > st.fierce > roundhouse cannon arrow
- 5. HANDLING PROJECTILES
- i. neutral jump
- ii. block
- iii. fierce hooligan roll
- iv. jump towards
- 6. REVERSALS
- i. cannon spike
- ii. super
- 7. ANTI-AIRS
- i. cannon spike
- ii. close st.strong
- iii. cr.fierce
- 8. CROSSUPS
- i. j.short
- FEI LONG
- 1. OPENING MOVES
- i. cr.strong
- ii. cr.fierce
- iii. far st.fierce
- iv. back jump
- v. forward jump
- 2. BUILDING SUPER METER
- i. rekka ken
- ii. short shien kyaku
- 3. STRINGS
- i. rekka ken x 1~2 ----> rekka ken
- |`--> throw
- |`--> short shien kyaku
- |`--> cr.roundhouse
- `--> b/f+forward ----> throw
- `--> short shien kyaku
- ii.
- iii. close st.fierce > roundhouse rekku kyaku > close st.fierce > roundhouse rekku kyaku
- iv. close st.strong ----> roundhouse rekku kyaku
- `--> cr.roundhouse
- 4. COMBOS
- i. j.roundhouse > close st.fierce > fierce rekka ken x 3
- ii. close st.strong > close st.fierce > fierce rekka ken x 3
- 5. HANDLING PROJECTILES
- i. neutral jump
- ii. block
- iii. short or roundhouse rekku kyaku
- iv. forward jump
- v. short shien kyaku
- 6. REVERSALS
- i. short shien kyaku
- ii. short rekku kyaku
- iii. roundhouse rekku kyaku
- iv. super
- 7. ANTI-AIRS
- i. short shien kyaku
- ii. close st.fierce
- iii. cr.fierce
- iv. j.strong
- v. far st.roundhouse
- 8. CROSSUPS
- i. j.forward
- DEEJAY
- 1. OPENING MOVES
- i. fierce air slasher
- ii. wait for opponent to act
- iii. cr.roundhouse
- 2. BUILDING SUPER METER
- i. builds fast enough through regular fighting
- 3. STRINGS
- i. crossup forward ----> cr.jab ----> (cr.short) > (hit confirm) machine gun upper
- | |`--> strong throw
- `--> strong throw
- ii. j.jab ----> cr.short > (hit confirm) machine gun upper
- `--> strong throw
- iii. jab air slasher ----> strong throw
- |`--> cr.forward > cr.roundhouse > air slasher
- `--> st.short ----> strong throw
- |`--> cr.forward > cr.roundhouse ----> cr.roundhouse
- | `--> air slasher
- `--> cr.roundhouse ----> cr.roundhouse
- `--> air slasher
- iv. crossup forward ----> cr.short ----> cr.short x 1~2 > far st.short > fierce air slasher
- | `--> st.short ----> close st.strong ----> roundhouse double rolling sobat
- | | `--> air slasher
- | |`--> strong throw
- | `--> cr.forward
- `--> strong throw
- 4. COMBOS
- i. crossup forward > cr.fierce > machine gun upper
- ii. j.roundhouse > st.strong > double rolling sobat
- 5. HANDLING PROJECTILES
- i. air slasher
- ii. neutral jump
- iii. block
- iv. cr.roundhouse > roundhouse upkicks
- 6. REVERSALS
- i. roundhouse upkicks
- ii. machine gun upper
- iii. short double rolling sobat
- iv. super
- 7. ANTI-AIRS
- i. upkicks
- ii. close st.strong
- iii. far st.fierce
- iv. cr.forward
- v. cr.roundhouse
- vi. cr.fierce
- 8. CROSSUPS
- i. j.forward
- ii. j.roundhouse
- BOXER
- 1. OPENING MOVES
- i. jab ground dash straight
- ii. short ground dash upper > throw or strong buffalo headbutt
- iii. far st.fierce
- iv. wait for opponent to act
- 2. BUILDING SUPER METER
- i. various rush punches
- 3. STRINGS
- i. short dash upper ----> throw
- `--> strong buffalo headbutt
- ii. turn punch > turn punch (use all six buttons)
- iii. (j.jab) > cr.jab x 2 > cr.strong > short ground dash upper > throw or strong buffalo headbutt
- iv. (j.jab) ----> cr.jab > turn punch
- `--> cr.jab ----> cr.strong > jab ground dash straight
- `--> short ground dash upper ----> throw
- `--> strong buffalo headbutt
- v. blocked cr.forward ----> cr.strong ----> jab ground dash straight
- | `--> throw
- |`--> cr. roundhouse
- `--> throw
- 4. COMBOS
- i. j.fierce or roundhouse > cr.strong > short ground dash upper
- ii. cr.forward > cr.strong > jab ground dash straight
- 5. HANDLING PROJECTILES
- i. jab or fierce buffalo headbutt
- ii. neutral jump
- iii. block
- 6. REVERSALS
- i. buffalo headbutt
- ii. super
- 7. ANTI-AIRS
- i. jab or strong buffalo headbutt
- ii. short ground dash upper
- iii. cr.fierce
- iv. far st.strong
- v. far st.jab
- vi. super (with kick)
- 8. CROSSUPS
- i. j.fierce
- CLAW
- 1. OPENING MOVES
- i. far st.forward
- ii. cr.roundhouse
- iii. wall dive
- 2. BUILDING SUPER METER
- i. short back slash (3K backflip)
- 3. STRINGS
- i. cr.roundhouse > cr.strong
- ii. st.forward > walk up st.forward or throw
- iii. cr.jab > far st.fierce
- iv. cr.strong > jab rolling crystal flash
- v. far st.short > walk up far st.short or throw
- vi. wall dive > izuna drop
- 4. COMBOS
- i. j.fierce > cr.forward > cr.strong
- ii. cr.forward > cr.forward > cr.strong
- iii. neutral j.fierce > st.fierce > cr.strong
- 5. HANDLING PROJECTILES
- i. neutral jump
- ii. block
- iii. jump towards
- iv. wall dive (not safe against ken or deejay)
- 6. REVERSALS
- i. short or roundhouse flip kick
- ii. short back slash (3K backflip)
- 7. ANTI-AIRS
- i. roundhouse flip kick
- ii. st.jab
- iii. far st.roundhouse
- iv. neutral j.fierce
- v. cr.fierce
- 8. CROSSUPS
- i. wall dive
- SAGAT
- 1. OPENING MOVES
- i. short low tiger shot
- ii. far st.strong or fierce
- iii. neutral j.roundhouse
- 2. BUILDING SUPER METER
- i. just leave it up to regular fighting
- 3. STRINGS
- i. blocked short low tiger shot > roundhouse low tiger shot
- 4. COMBOS
- i. j.roundhouse > close st.strong > strong tiger uppercut
- 5. HANDLING PROJECTILES
- i. jab tiger shot
- ii. neutral jump
- iii. block
- iv. jump towards
- 6. REVERSALS
- i. jab tiger uppercut
- ii. tiger knee (vs. crossups, to run away)
- 7. ANTI-AIRS
- i. fierce tiger uppercut
- ii. far st.fierce
- iii. cr.roundhouse
- iv. far st.roundhouse
- 8. CROSSUPS
- i. j.forward
- DICTATOR
- 1. OPENING MOVES
- i. wait for opponent to act
- ii. st.roundhouse
- iii. forward scissor kick
- iv. throw
- v. back jump
- 2. BUILDING SUPER METER
- i. devil reverse
- 3. STRINGS
- i. st.forward or st.roundhouse > st.forward or st.roundhouse
- ii. st.short x 1~4 ----> st.roundhouse
- |`--> cr.forward
- |`--> neutral j.roundhouse
- |`--> j.forward (on the way up)
- `--> throw
- iii. roundhouse scissor kick ----> far st.short
- |`--> st.forward
- |`--> throw
- `--> wait for opponent to act
- iv. jab psycho crusher ----> short or forward scissor kick
- slide kick (as it ends) |`--> st.forward or roundhouse
- |`--> wait for opponent to act
- |`--> throw
- |`--> backwards j.strong
- |`--> towards j.roundhouse
- `--> super
- v. crossup forward or roundhouse ----> close st.short x 2 > cr.forward > fierce psycho crusher
- |`--> j.forward
- |`--> throw
- `--> cr.forward ----> head stomp
- |`--> close st.short ----> short scissor kick
- | |`--> throw
- | `--> wait for opponent to act
- `--> cr.forward ----> short or forward scissor kick
- `--> jab psycho crusher ----> cr.forward > roundhouse scissor kick
- |`--> short scissor kick
- `--> throw
- 4. COMBOS
- i. j.roundhouse > close st.short > cr.forward > roundhouse scissor kick
- ii. j.roundhouse > cr.forward > fierce psycho crusher
- iii. close st.short x 2 > st.roundhouse
- 5. HANDLING PROJECTILES
- i. neutral jump
- ii. head stomp
- iii. devil reverse
- iv. block
- v. jump towards
- 6. REVERSALS
- i. scissor kick (if their timing is off)
- ii. super
- 7. ANTI-AIRS
- i. j.strong
- ii. neutral j.roundhouse
- iii. cr.forward
- 8. CROSSUPS
- i. j.forward
- ii. j.roundhouse
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