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5M > 5H > 2H > j.2[H] > j.H > 2H > j.M > j.H~T > j.2S2~T
delay 5L whiff > 2S1 > 5M > [S1]~T
if corner to midscreen run up [S1]~T or 2S2 OTG > lvl1 for damage
can be done from any T~j.2S2~T (optimal corner ender?)
beats all wakeup and guard options besides invuln
5M > 5H > 2H > j.2[H] > j.H > 2H > j.M > j.H~T > j.2S2~T
delay 5L whiff > 2S1 > 5M > [S1]~T
if corner to midscreen run up [S1]~T or 2S2 OTG > lvl1 for damage
can be done from any T~j.2S2~T (optimal corner ender?)
beats all wakeup and guard options besides invuln
this can be set up in any air combo ending with T~j.2S2~T
midscreen lockdown can be done with delay [6S1] into dash up [S1] and they have to retreat guard to get out
this can be set up in any air combo ending with T~j.2S2~T
midscreen lockdown can be done with delay [6S1] into dash up [S1] and they have to retreat guard to get out