Editing since I did this pretty early and have a few changed opinions
1. DU - His signature move, taggable, massive hitbox for whiff punishing, tracks really well. Soooo good in this game
2. b+4:1+2 - Crazy addition. Incredibly hard to punish. Characters like Bob (2,1) and Jacks (f+2) can punish at point blank but safe at max distance. Leads to silly damage and oki
3. f+2,1 - Tracks, HC-able but not easy to do like Lee's f+2,1, KNDs and wall splats. Stupid good
4. Throws (GS, iSW, TS, DDT, HD, Chain grabs, etc.) - Joint best assortment of throws in the game. I like to find a use for all
5. d+2 - Still a strong mid from BR, forces crouch on hit and block, and buffer GS from it
6. WS4 - Fast, good range, safe, comes out of CD. Use it to make opponents reluctant to duck when you WD towards them, once they don't want to duck, then they are free to get grabbed, clotheslined, frankensteinered, etc.
7. CD+1 & f,f+3 - Advantage and pushback on block for both make them both great against walls. KNDs right below you for guaranteed stomps or other oki options. Use cautiously since they are both highs, but they are needed for AK to apply pressure
8. 2,1; 1,2; d/f+1 & d/f+4 - His staple pokes. Figured they weren't as useful early on but they round out his poking game quite nicely
9. Lows (d+3, d+4, d/b+3 & f,f,N,2) - I'll class them together despite their different uses because they are all good options. d+3 for a quick low poke, d/b+3 for a high crushing low, d+4 for high crush but safer option and f,f,N,2 for a hard to spot low that's + on hit
10. u/f+4 - It's a hopkick. They are pretty good in this game I hear
Other good stuff that you should/could fit into your game:
d/f+3
b+1,2
f,f,f+3
SS2,1
f,f+2
u/f+1+2
Last edited by KNITEMAREX on Mar 20th, 2013 at 18:09