HP is -5 but safe-ish at almost all ranges, if block at not super far but distant range then drive rush into lk into a throw/shimmie mixup HK is a duckable high, if duck at a slightly distant range than lhk is best punish option DHK is -16 to -4 depending on range (crouching) Floating hp hits crouch block Has 2 types of teleports, F P+p+p which puts behind opponent and f k+k+k which puts in front of opponent. A timed mk will punish combo if grounded and hit out in air if they airborne. If teleport behind in air, do cross cut dp Qcf (hold)p if react can be drive impact (+1 on block if do upclose) Qcf p is -6 up close but is unreachable at all other ranges