=NORMALS

-Gap between 5A > 5B, no gap with 5AA > 5B

5A > 5B looks like a frame trap. dummy set to vanish. can be reflected however.

-2A not a low. looks meaty

-5AA lifts from ground

-5AAA is a good vanish extension

-5B can reach round start, not sure if it's fast enough tho

-2B has long reach, slow startup and only low

-5C is a command grab. Hits both standing and crouching

-2C side swaps, other than that standard anti-air

-2D is also an anti-air. Probably better for catching superdash.

-5D = Susanno's 6A

-j.B hits twice.

-j.D horizontal ki blast. good corner carry and can superdash after to continue combo

-j.2C is so weird. looks like it only combos in the corner after you do j.2D

=SPECIALS

-214 are his counters

-L = High/Mid

-M = Low

-EX = High/Mid/Low

-S = Projectile, can be held to last longer. Probably the most useful.

-236A/B is combo filler, doesn't seem that useful. can be used to end blockstrings safely if done at distance

-236A is his assist. seems good for lockdown, not sure about combo extension, prolly good in the corner

-can be used to end blockstrings safely if done at distnace. punishable with 5a if close

-only special that can be done in the air

-236C leaves the opponent floating in midair for a bit, allowing for followups if you haven't used a smash attack yet

-236D can armor through projectiles, not that long. Probably the special you wanna use for assist extensions.

=SUPERS

-236BC is standard projectile super, 2228 unscaled

-236CD is reversal super. good if your a scrub like me. 2400 unscaled