Cool Yosh stuff... Wacky Combos... df+2 df+2 df+2 df+2 df+2 ff+4 1+4 df+2 ff+4 db+1 ff+4 1+4 or db+1+2 1_2... ub+1+2 f+3+4 ub+1+2 UF u+1+2 1+4 1+4 (pwned)... ...tech catches ff+4... run up FC~b+1 run up WS+2 f+3+4 db+22222 for walls then bb+1~1 for when they tech. FC~b+1... df+111 FC~b+1 (best if near a wall i.e. when opponent wants to stand straight up; end of match etc...) u+1+2 3 if the roll back to avoid this, run up and throw. You'll get a backthrow) d+1... uf+1+2~d (stay in the air longer if they stay on the ground) qcf+1 (if they roll back or don't tech) bb+1~N~1 f+3+4(~b) 4~1 (run up) ss (tiny) ff+1+4* fc~df+3 fc~b+1 u+1+2 uf+3+4 ~1+2 (DGF mixups, good because the uf+3+4 will track better than u+1+2) N~1+2 b+1 4_3+4 uf+4 ws+2 DB+222... df+3 (whiff) ws+2 fc~b+1 FC df+3... ws+4 ff+1+4 throw ff+4 u+1+2 d+1 bb+1~N~1 uf+4 uf+1+2~d f+1+2 u+1+2~d... into SS moves WS+2 (blocked) db+1 FC~b+1 f~4~1 (4+1 buffered doesn't work) uf+4 juggle ender... d+1 (but can be backrolled so...) d+1~N~db* uf+1+2~d df+3 juggle ender... good wakes ends in FC uf or UF (jump over) ff+1+2~u+2+311 ws+2 can be a tech roll catch whiff the df+3 ender into ws+2/throw and other stuff. best example... uf+3 1 b+1111 b+1 df+3 (whiff) ws+2 (catches back and sometimes tech) uf+3... 1214222 FC~b+1 4~3... Hold back 1+4 1 b+111 f+3+4 f+1+2 Front facing meditation (3+4 b~3+4 (sometimes need another b~3+4) into f+1+2 is BT pogo. General Tech Catches bb+1N1 bb+1+2 ws+2 uf+3+4b+14 uf+1+2~d (when opponent techs far away) uf+4 FC df+3 ff+2 CH... f+3+4 crazy frames and opponent is on ground (don't do ff+2 d+3+4) did ff+1+2 u+2+3 (maybe) but new unblockable (bb+1+2) came out instead... also did 1+2+3 (BT) also doable after ff+1+2... ~u+2+3 ~11 ~1+2 ~2 (maybe; it's the sword poke cancelled into BT2;probably just my imaginiation) ~d+3+4 ~u+1+2 ~ub+1+2 ~b+3+43+4... ~db+1+2 ~db+1 ~qcf+1 4~1 is longer range flash uf~N~3_d+3 is a mixup that looks like FC df+3 only mid and low.