Anti-air options:
-6P
-Kou, on counterhit run up 5HS, try j.S on normal hit
Low offense:
-2k 2d, hard knockdown butterfly Oki
-after 2D use instant fuujin(k) for c.S meaty
-fuujin(s) is air tight
Grab offense:
-after a corner grab walk back to not get wakeup grabbed
-6H(1) 236k grab, works after using 6H to enable fuujin pressure
-as a round ender grab 2k/2d fuujin RC
-in corner do c.S after grab to get IAD j.HS safejump
-butterfly Oki 2k 236k grab
Mid screen/general offense
-always check with nagiha to see if they'll immediately bite
-5k 6H for spaced pressure starter, also vs low profile moves
-fuujin(k) PRC dash j.S for wonky overhead that also restarts pressure
-after a wall break combo rip a super to see if they mashed, can be rc'd for damage/mix but that's all your meter
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