Part 2: Normals/strings ​

Spoiler

8 frame combo starter with ok range, neutral on block. Also a great anti air. It's a high and will whiff on a bunch of crouch blocking characters.-2 on block. Second hit is supposed to be a mid but whiffs on a lot of crouch block opponents. Is decent for staggers as long as it doesn't get low profiled.-1 on block. Your go to punisher unless you block a slide or something else that puts them really low to the ground. It has a gap between 11()2 but that can actually be exploited (more on this under Utilizing the gap in 112)13 frame combo starter with good range. It's +2 on block so in theory it's a good stagger but it's a high that will whiff on a lot of crouch blocking opponents.0 on block with enormous pushback. Also causes a splat knockdown on hit. It can be used in the corner on block to put you outside of a lot of opponents pokes, but inside the range of your F4 and Command Grab. All in all, this string was made obsolete by 22 however.Your highest damaging combo starter. Enormous range. -1 on block so it leaves you in a great range. A great pressure tool (more on this under The 22 string) and combo filler.9 frame mid starter, -7 on block. Has poor range. Mostly used in juggles and grounded combos for it's extention. Pretty good for punishing low profiling moves.-1 on block, making it a decent stagger. Can be hit confirmed into a full combo. Unlike it's Cybernetic and Cutthroat counterparts, Commando's 32 doesn't launch but leaves you +15 and them standing.Decent ender that switches sides. The knockdown gives you pretty nice setups (see Oki). Can be MB'd for a 30+% combo. Death on block (-13).A 15 frame high that serves little purpose outside of very niche combos. It's +2 on block though. One of the few normals and strings that 100% connect into EX Knives on block.9 frame mid that's your go to combo starter for low profiling moves or moves that are out of range of 112. It's -8 on block but it doesn't matter since it should always be cancelled into a tick throw or done as a string. Also an amazing anti-air. Can get low profiled by some few moves such as Johnny's D4. Also central to Commando's oki game (see Oki).-2 on block, meaning you can stagger it. Pretty good punish string, albeit less damage than 112.Decent ender that switches sides. The knockdown gives you pretty nice setups (see Oki). Can be MB'd for a 30+% combo. Death on block (-12).Your low starter, that comes out in 14 frames. -3 on block but you'll rarely use it by itself.+1 on block making it a great stagger. Can be confirmed into EX ball midscreen for a full combo.-8 on block but has huge pushback so it's usually safe. It's basically a launcher in the corner off a confirmed B31 or EX ball.13 frame mid with poor range. -5 on block. Can be used in specific situations.This adds a low kick on the second hit. It ticks into your command grabs and can lead into som nasty setups in the corner. -8 on block.An 11 frame lunging mid. Has pretty good range but doesn't low crush consitantly. Is -5 on block but acts a semi stagger since you can special cancel it.A 16 frame sweep. -6 on block and good range but pretty useless. Will low profile a lot of things.9 Frame mid that's -7 on block, +25 on hit. Only realy use is to cancel into command grab (tick), choke/parry (bait counterpoke).An 8 frame upercut with amazing horizontal hitbox. You have more damaging options but D2 will hit almost anything out of the air.7 frame low, -3 on block, +13 on hit. Your go to poke in close quarters, also your safest option. Ticks into your command grabs.7 frame low poke, -8 on block, +17 on hit. Great range and your go to poke. On hit you can run in or F4 for pressure. Ticks into your command grabs. Low profiles a lot of attacks including a bunch of projectiles (see Low profiling projectiles)6 frame startup. Probably your best jump in.7 frame startup. Hits a little deeper than JI1 and can be a bit more consistent when crossing up the opponent.10 frame startup. Generally outdone by JI4 but has some uses. Ticks into your command grabs.11 frame startup. The better of your jump in kicks. Has a weird hitbox that will hit behind Kano, making it good for crossups. Ticks into your command grabs.9 frame startup. Decent NJP that can be used on reads. Can be used for throw setups.11 frame startup. Can be used for throw setups.