Core philosophy: When you have Drive gauge, default to Rush Overhead (6MP). Without gauge, go for throw or shimmy. 4HK gives high return on hit. Held Kachousen pressure is strong but watch out for opponent reversals.
Tip: Input 5LK → 5LK → 2nd hit with LK + Back + Parry to parry opponent's wakeup Drive Reversal.
Tip: Input 5LK → 5LK → 2nd hit with LK + Back + Parry to parry opponent's wakeup Drive Reversal.
Frame Advantage Reference
魔法の数字
| Frames | Ender / Situation |
|---|---|
| +21 | After throw |
| +22 | After Heavy Ninpou |
| +24 | After OD Ryuenbu > Medium Ninpou |
| +27 | After ground Light Ninpou |
| +27 | Corner) After Heavy Ryuenbu or 4HK > SA1 |
| +30 | After Heavy Ryuenbu > Light Ninpou |
| +30 | Corner) After OD Ryuenbu > SA1 |
| +33 | After OD Ninpou > JMP > Musasabi (* near corner = +32) |
| +33 | After 2HK |
| +35 | Corner) After Medium Ryuenbu |
| +41 | After 5LK > 5LK > 5LK > Musasabi |
| +42 | Rush overhead > 5LK > 5LK > 5LK > Musasabi |
| +48 | After 4HK target combo |
| +48 | After 2HK punish counter |
| +19 | After SA3 (CA = +20) |
After Ground Light Ninpou (+27)
地上弱忍蜂後(+27)
- Rush overhead or 2LK — trades with opponent's 4F, but 5HP will connect
- Rush throw
- Rush delayed 4HK — to beat delayed tech grabs
- Rush 2LP — shimmy while watching for reversals
- Forward step > throw or shimmy
- Forward step > 4HK — guard +1F. Requires hit confirm. Especially strong in corner.
- Forward step > 5MK — guard -3F but outside throw range. In corner on hit links to 2MP.
- 5LP ×2 — +5 throw advantage. Use in corner.
- Held Kachousen — can punish Impact
- 2LP > PR > 2LK (corner) — shimmy possible, 10F meaty, hit +8, guard +4. Note: don't let 2LP > PR become CR.
After Heavy Ryuenbu > Light Ninpou (+30)
強龍炎舞>弱忍蜂後(+30)
- 2MP — corner: +4 shimmy possible
- 5LP ×2 > 2MP — (corner, when reaching) guard even, hit +8F
- Rush throw
- Rush overhead
- Rush delayed 4HK — to beat delayed tech grabs
- Rush 2LP — reading reversals, goes into shimmy
After Heavy Ninpou (+22)
強忍蜂後(+22)
- Forward step > throw or backdash or jump — can't jump
- Forward step — +4 throw
- Forward step > 4HK — strike option
- 5LP > 4HK — (corner) guard +1F
- Rush 4HK — sustained hit guard +7
After OD Ryuenbu > Medium Ninpou (+24)
OD龍炎舞>中忍蜂(+24)
- Impact — (corner) Light Ninpou (+37) for dirty impact
- 2LP or 5LP > 4HK — (corner) sustained guard +3
- Forward step > throw or backdash or jump
- Forward step > 4HK
After OD Ninpou > JMP > Musasabi (+33)
OD忍蜂>JMP>ムササビの舞(+33) *壁際時(+32)
- Rush ~ — after rush, overhead must be delayed or it will whiff
- Forward step ~ — +15 throw range, micro-delay 4HK sustained hit
- Held Kachousen
- 5LK > Ryuenbu — sustained hit +2
- 5MK — +4 throw; if opponent jumps, can return to corner with SA1
- 5P > 5P > 4HK — maximum sustained hit +11
After 4HK Target Combo (+48)
4HKタゲコン後(+48)
- Held Kachousen > forward step ~
- 5LP > 5LK > overhead — sustained hit: hit +4, guard -1
- Forward step > Rush overhead or 2LK — trades with 4F, but 5HP connects
- Forward step > Rush delayed 4HK — to beat delayed tech grabs
- Forward step > Rush 2LP — +3 throw range, reading reversal
- 5HK > 4HK — sustained hit: hit +6, guard +2
- Forward step ×2 > throw or jump or backdash — +5 throw
- Forward step ×2 > delayed 4HK — don't rush 4HK or it will whiff
- Forward step ×2 > 5HP rush — committed pressure continuation
Corner: After Medium Ryuenbu (+35)
端)中龍炎舞後(+35)
- 5LK > overhead — sustained hit: hit +4, guard -1
- 2LK > 2LP > 4HK — sustained hit: hit +6, guard +3
- 5LP ×3 — +4 wakeup pressure
- Throw whiff — +5 wakeup pressure
- Forward step > PR > 2LK — shimmy possible, 10F meaty, hit +8, guard +4
- 2LP ×4 — 9F meaty, sustained hit +6, guard +1
- 2LK > 4HK — +11 from sustained hit
Corner: After SA1 (+26) / After Heavy Ryuenzan
端)SA1(+26) / 端)強龍炎舞>龍炎陣後
- After SA1: 5LK > OD Kachousen > 2LP or throw or jump — if Kachousen hits: 2LP > 2LP > 5HP ~
- After SA1: 5LP > 5LP — +5 throw
- After SA1: 5MP — +1 shimmy possible
- After SA1: Forward step > 4HK — guard +1
- Light Ryuenzan: Forward step > 4HK — sustained: guard +3, hit +7
- Light Ryuenzan: Forward step > Rush 5LK — can parry on flash of super
- Heavy Ryuenzan: 2MP — +4 shimmy possible
After 5LK > 5LK > 5LK > Musasabi (+41)
5LK>5LK>5LK>ムササビ(+41)
- Forward jump > MK — 6F meaty. Getting-up backdash causes a side switch.
- Rush ~
- Forward step > Impact — Impact from +23
- Jab jab (chain cancel) > Light Ryuenbu — sustained hit +2
- Forward step ×2 > throw or jump or backdash — +5 throw. After backdash: 2MP or 5HP.
- Forward step ×2 > 2LP — guard +1, hit links to 2MP
- Medium Kachousen (hold)
- Throw whiff > 4HK — maximum sustained hit +3F
After Rush Overhead > Musasabi (+42)
ラッシュ中段>5LK>5LK>5LK>ムササビ(+42)
- Forward jump — 5F meaty jump
- Forward step 5LP > 4HK — sustained +2F
- Forward step ×2 > 2MP — hit +6F