Tekken 7

Kazumi Mishima Tekken 7 Guide

Kazumi-Mishima-Guide-Tekken-7

Punishment

Standing

  1. 1,1>2 (25 dmg KND and easily hit confirmable)
  2. 1,2>2 (More Damage (27 dmg) and + frames instead of a KND but a lot harder to hit confirm)
  1. 1+2 (36 dmg KND!)
  1. d/f+1,2 (32 dmg KND! but a lot of range, a good whiff punish)

Use 1+2 if it will reach though as it is more damage.

  1. u_u/f+2

Little reason to use this, still less damage than 1+2.

  1. u/f+4
  2. 3,2 (Can be followed up with either a 1+4 tiger for 55 dmg or a d+2 for 47 dmg and better oki)

For long ranged punishment there’s f,f+2 and f,f+4 , also Rage Drive which is f,f+1+2

Crouch

  1. FC d+1
  1. WS+4,4
  1. WS+1>2
  1. u/f+4
  1. WS+2

Pokes

Mid Pokes

  1. d/f+1 (It is plain and simply good, use it, tracking, fast, good + frames on hit, good range, this move has it all)

Low Pokes

  1. d/b+4 (Slow but good + frames on hit and good tracking)
  2. d+4 (Fast and good range with high crushing but – frames on hit)
  3. d/b+2 (Nice range low with high crushing and follow ups for a mix-up that can be delayed)
  4. d+3+4 (Generic d+4 with a different input)

Combos

Check out the pinned message in the #combo-discussion channel.

Staples

These aren’t necessarily max damage but they are consistent combos that do as close to it as possible.

d/f+2

  1. f+3~f, FLY 2, f+3~f, FLY 4,2 [58dmg] (Easiest combo, the least wall carry but good dmg)
  2. d/f+1, b/f+2,1,4 S! b/f+2,1,1+2 [60dmg] (Max damage and max wall carry, the best but hardest)
  3. d/f+1, b/f+2,1,4 S! FLY 4,2 [57dmg] (Less damage than the easiest combo but the second highest wall carry)
  4. f+4 S! d/f+1, b/f+2,1,1+2 [57dmg] (Mixture of ease and wall carry)

u/f+4

  1. f+3~f, FLY 2, b/f+2,1,4 S! b/f+2,1,2,1+2 [58dmg] (Max damage and wall carry, most difficult)
  2. f+3~f, FLY 2, d/f+1, b/f+2,1,4 S! FLY 4,2 [58dmg] (Max damage but less wall carry)
  3. f+3~f, FLY 2, d/f+1, 3,1 S! FLY 4,2 [57dmg] (Easier combo for a lot of damage)
  4. f+4 S! f+3~f, FLY 2, f+3~f, FLY 4,2 [55dmg] (Super Easy combo, low dmg, low wall carry)

WS+2

These combos require you to go into FLY after launching with WS+2 which is done by inputting f+3~f, after the launch.

  1. f+3~f, FLY 2, b/f+2,1,4 S! b/f+2,1,2,1+2 [65dmg] (Hardest, loads of wall carry)
  2. f+3~f, FLY 2, d/f+1, b/+f,2,1,4 S! FLY 4,2 [65dmg] (Easier, slightly less wall carry)
  3. f+3~f, FLY 2, d/f+,1, 3,1 S! FLY 4,2 (Easier, even less wall carry, less damage too)

Anything not listed means the common enders/fillers are probably optimal or I haven’t gotten round to listing it yet.

Mind games and situation concepts – Kazumi

Okay so, let me preface this document by saying, this is a lot of regurgitated and reinterpreted information from another Kazumi player in Sydney, Australia – Lazy Dave. Shout outs to him and everything he’s helped me with in terms of improving at the game. I’m not at a pro level, but this I believe is something everyone can at least take something out of to improve. This is more of me just blotting out how I think into words, so if something doesn’t make sense to you, just @me in the Kazumi discord (isthatactuallyphil) and I can go more in depth if you would prefer.

General Overview

The main thing you will need to go into this thinking about, and what you will need to take away from it is that in Tekken, people are very hung up on thinking about “what” is hitting, whether it be their own moves working or what they’re getting hit by. 

One way I believe you can improve is by changing this thought process into “why” is something hitting, again whether it be your own moves or your opponent hitting you. The reason this is important is because it forces you to think about situations rather than one single thing that is hitting you, which in reality is where the biggest chunks of damage outside of combos start in Tekken. In this guide I’m going to explain situations and choices that Kazumi can mind game with off very simple pokes. 

All of this always goes back to the other paragraph; “why”. This will give you some reasoning as to “why” Kazumi is so good at poking and offensive pressure, even though she is a character that pretty much always has to play at minus frames. Overall, the point is to make people play smarter, even if you just think about this stuff outside of matches, because you play by feel like myself, or you think hard about it in game to get hard reads, the goal is still the same. 

The shit you’re here for:

Jab Strings and df1 / Pressuring (1 – 1,1 – 1,2 – df1)

So, as we should all know, Kazumi’s jab has great range, pushes her forwards into range 0 and as with most 1 jabs, is +1 on block. Where Kazumi excels is that she has Mishima flash punch on steroids, combined with her other options that are arguably better than typical Mishimas. 

So to start out, you check people with 1 jab and see how they respond on block. Lets say they jab you back, lets look at alot of the common options you have in this basic jab on block:

1 > 1 – You win and get another jab in

1 > Magic 4 – You get a counter hit launch

1 > df1 – They get the damage – you get information that they do not respect +1

1 > db1 (dickjab) – You get small damage and information

1 > Sidestep – Depending on the character, it might follow you, or you might cause a whiff, which can get you information or a launch

1 > Backdash / Spacing – Same as above, but you may also just end up blocking it

1 > d3+4 or d3 – same as dickjab

All of these options and probably more, off just a single jab. The idea out of this is you need to get an idea of what the other player is like and what you can get respect out of. Now what happens if you do a 1 jab on block and the other person doesn’t do anything instead

1 > 1 – You repeat the situation

1 > Magic 4 – You get left at -9 in their face and take a mixup 

1 > df1 – New situation / mind game to get information from, almost the same as 1,1

1 > db1 (dickjab) – Negative frames in their face, new situation

1 > Sidestep – You get information that they’re respecting

1 > Backdash / Spacing – Same as above

1 > d3+4 or d3 – You get a low poke in for some damage, and also find out that they respect the jab on block

Now when you get this information out of another player, this is where you start to make decisions. Personally, I like to just jab check and do nothing or do another jab to keep forcing the situation onto someone until they bite and give me something. But what do you do with this? You start playing the mind game. If you find they dont respect, you have to force them to until they start keeping up with your decision making. If they do respect, you do the opposite and start keeping them on their toes and think about it in how much respect do they give. Enough for you to do slow harder hitting moves, even as extreme as fly mixup? If you can do stuff like this, you can control the pace of the game, and force the opponent to have to work around you. 

If they disrespect, its pretty straight forward

1 > magic 4 – ch launch

1 > df1,2 – mid knockdown incase they’re highcrushing

1 > b2 – if they sidestep

1 > d3+4 – also if they sidestep but dont fuzzy guard

If they respect, this is where the mind games start to open up to let you pressure them.

Normally, if you were to play “optimally” you wouldn’t exactly be doing an i120 standing move from a measly +1, or even more ridiculous in a fly mixup. But, this is where you can check now because of respect

1 > df1 – New situation if they block

1 > db4 – New situation on hit, probably wont block unless they have a read

1 > fly mix up hellsweep or FLY 1+2 – Reaction time check and yet another situation

Everything here is constantly leading to new situations, though all of which are somewhat similar. One I haven’t spoken about that you can make if you are jab checking, is of course doing 1,1.

The thing with 1,1 is that you are now going into the territory of playing at minus frames. (Most of this applies the same as df1 as it is essentially the same situation just a mid that has less tracking instead)

Where this becomes a mind game is in that you have the extension for the full string in 1,1,2. Now, from every tutorial you’ve probably ever watched, they all say to only ever let the last hit rip if you hit confirm it because its launch on block. They can all shut the fuck up. Lets look at this as the second part (after the >) is what your opponent is doing after they block your 1,1.

1,1 > 1 jab – They’re trying to check your -3 frames quickly

1,1 > Block – They’re waiting for the last hit of the string

1,1 > Sidestep – They’re not scared of the last hit, but more concerned about you still pressing even though you’re minus

1,1 > Mid check (ie df1) – This could be any number of things, but lets just assume they’re checking you with something slower as they do have enough frames with you being -3, rather than being worried about a high crush or tracking

1,1 > Homing – Checking movement options – again not caring about the last hit

There’s still any number of more things they could do, but this is what I have for this guide at the moment.

Lets take a moment and have a think, how would you beat all of those options except for block. Let the last hit go. You need to force them to respect to make her jab string actually scary, because again this is how you continue pressure with minus frames with Kazumi – as you put them in a situation where they have to make decisions that end up becoming a risk for them.

Then again, once you command respect this is where you start making your own decisions based off how they react. This example is back to what you are doing.

1,1 > Block – Get information on what they’re doing, disrespecting or respecting

1,1 > attack again with jab or df1 – beats their response if they’re hesitating

1,1 > dash forward and block – check how much they’re respecting, possibly realign

1,1 > Sidestep – Cause whiff and possibly get free damage if they attack

1,1 > low – Free damage, and will make them second guess their defensive option the next time, which goes into another mixup

Again, still more possible options. But the general idea is playing around whether the opponent is respecting or disrespecting, and how to take advantage. But the thing you need to understand here is if you take damage for a decision or the opponent takes damage, you need to again, look at why thats happened and pay more attention to the situation and how your opponent is doing what they’re doing.

Lets say you have done

1,1 > b2 – (to try and stop them from sidestepping like they’ve done the previous time you did it)

1,1 > df1 (because they respected and you’re trying to push them and pressure them with a repeating -3 with an extension situation)

But instead, your opponent hits you with magic 4 and you eat a counter hit combo. Why? Because your opponent is thinking ahead of you in this instance, and knows there’s enough of a gap to stop your pressure, and understands that you’re pushing your offence because they have kept respecting. This is where the entire jab (and df1, as it is essentially the same as the 1,1 situation on block) loops over itself and you have to constantly try to think ahead of your opponent.

Lets say you have this same situation again where your opponent is respecting 1,1 on block and instead of doing magic 4, they do hopkick because you’re going in with 

1,1 > d3

You need to take into account the first time you do it depending on the level of your opponent, that a response like that may happen the next time you might want to try it, and go to another level of the mind game and either stop what you’re doing to block punish, or interrupt them to give them more false information to keep it going to another level if you’re super keen. 

This is at least what I have for the large majority of Kazumi gameplay since it is pretty much entirely based around her jab and df1.

Note – These options are not only worth checking on block. Check on hit and WHIFF too, as these can get different responses that are still possible to take advantage of as well

WR2 (Running 2):

So, the reason this move is so good is for many reasons. First off being that it’s absolutely ridiculous to try and step, but  another big one is what happens when you block this move. No, for the new players this move is not plus and free mixups on block, it’s -4. The thing you should be paying attention to (again, WHY), is the range this move leaves you at on block.

It’s just about a little bit further than what it is at round start. This range is perfect, because it opens up a whole new situation with so many options from both parties, and can bait your opponent into thinking they have advantage since you’re at -4, when in reality…

So, here’s a bunch of typical options (at least that I do) that happen with this move on block.

WR2 > Backdash – This will literally beat every single response the opponent will throw out unless they dash in further

WR2 > WR2 – Opponents respecting will get looped in this situation and get pressured by a character on minus

WR2 > d3 – The range of this move will catch people dashing in and blocking, trying to reset things back to neutral

WR2 > Jab or df1 – Another keepout option for people dashing in and blocking, that just sends the situation back to the previous section.

WR2 > Backsway – Can beat out counter hit attacks if they do have a long range attack

Always more, but anyway, your opponent essentially has the same options themselves to do to you, and work almost in the same way. This is just another situation where its a way for you to check responses. 

Note to remember – The other person not doing anything is also a read

And here we are again, in another situation where you are capable of checking on whether or not to go in because they respect or disrespect. I feel like this one is alot more self explanatory, especially after the wall of text about jabs, but this one boils down to, checking

Dash Blocking – Add low mixups

Attacking – Frame checks and counter hits

Backdashing – Causes whiffs

From both parties. You are capable of looking at specifics and making move choices off it. The only funny example I have that will stick, is against Steve. So this situation came up a few times in the set:

WR2 > Steve does B1 on block

Why? Because he’s still safe at the range that he’s at even if it whiffs, my attacks wont reach for the most part, if I attack I’m still minus and he’ll get a counter hit launch. But there’s still a catch, B1 is still a high so I was certain about my read. It sounds very simple, just high crush it, but sometimes its good to have someone spell it out to you.

WR2 > df2

I would never recommend anyone do this, but you have to keep your options open when you know the option will work, just as this one did and won me the game. I saved it until the last moment, as I knew once this move hit him he would immediately adjust as he’s a far better player than I am.

From this, the mind game starts again, as we both have to think about why that worked, and why I did it. This is how adjusting happens, but it forces you and the other player to continue thinking ahead with mental questions like

“Will they do it again?”

“Will they respect me now, can I attack?”

“Will they go a step further and think I’m going to push because I think they’re going to respect me after that?”

Stature Kick / db4:

So as we should all know by now, this is Kazumi’s power low, being +4 that sets up a defensive situation for your opponent. I feel like alot of the people in the Kazumi discord don’t know how this works, so I’ll explain my choices:

Db4 > Block – Watch what they do for the next time, if the other person doesn’t get hit by anything, they probably will not take notice that you’re watching them

Db4 > df1 – This is the gold standard basic frame trap, but this is easily SSR.

Db4 > 1,1 – For those who don’t know, this is how you track people who SSR after db4, as db4 will put them slightly off axis, that 1,1 will follow.

Db4 > d3+4 – This is the alternate option to tracking after db4 that doesn’t use homing, and it also makes them second guess since being a low poke that high crushes

Db4 > b2 – There’s multiple reasons to use this. Homing, long range against backdash, but also a mind game purpose. If your opponent knows frames, they’ll try interrupt if they see this more than once.

Db4 > Magic 4 – This is when you hard read disrespect, whether you’ve baited them with b2 false pressure, or your opponent panic attacks on minus alot

Db4 > Fly mixup – When all your opponent does is hold back, this again goes back to the previous sections where if you garner enough respect, you can do very slow mixups

Db4 > db4 – Same again of slow moves if you get the respect and this also repeats the situation to try and get them to bite the bait you might be trying to set out

So, this is alot of options off just a low. This is again where I want you to have a think about “why” alot of these options work, even though I’ve listed the reasons. 

The main thing here is that, like the 1,1 situation on block, you’re putting the opponent in a very quick position where they have to make a decision, that if you read right will get them killed. 

The idea here is that you either know your opponent well, or you get the information by seeing what they do the first time.

Personally I jab check after db4 at the level I play, as most people will autopilot the SSR defensive option and not know that 1,1 will follow them if they do this.

If they do know this situation in depth, we go back to mind games.

Lets say you’ve done

Db4 > 1,1,2 

And it has hit every time. If you’re against a good player that thinks about why this is hitting them and they do adjust, they might be good at “saving” reads for the final parts of the game. You do another db4 > 1,1,2 to win the match as you think you have a read on their default reaction, and then out of nowhere, they duck and launch you for it.

It’s another case of the opponent being ahead in the mind game. If this sort of thing applies for you, it’s more a case by case basis, as a lower level player will probably fall flat in anything of this regard.

But, if you’re aware of this players level, this is where you think about all the options you have to beat this, before it happens. You can even do what you need to, to reset the situation to neutral or put them in a spot where you do something slow like a fly mixup or even a backsway (db1+2) to establish that you’re ahead of their thought process and put them in another situation to make a decision, or simply check their reaction time when you do something they were not expecting – because when they get either flustered by it or they’re not looking for it, their reaction time slows.

Notes:

Always think about why. Don’t forget about the power of stopping pressing buttons and just watching your opponent and why they’re doing something – and then think ahead of them.

Okay, honestly I could go on more with every move Kazumi has but generally its alot of the same. If you understand how the frames are, and roughly what options you have based on the amount of respect / disrespect your opponent gives (this includes movement options as disrespect), you can take these concepts and apply it to practically any move. There’s also timing mix ups that you have to introduce to all these concepts on top of this, but if we’re talking about the levels where people will immediately do x y z thing with no delay, this is something you can work off in my opinion.

This may not work for everyone, and this is alot of just personally how I think about and approach the game. 

Setups

At the wall

  • Tech trap: F3f1+3 wall resplat (source: Bolt)
    • https://gfycat.com/evenscrawnycollardlizard
    • After any wallsplat, do f3 into unbreakable fly grab (fly 1+3) to resplat the opponent for big damage. The fly grab will catch as long as they techroll.
    • Only works if you’re roughly perpendicular to the wall when f3 hits, or if they’re in a corner. Otherwise the fly grab won’t resplat, and you’ll have missed out on normal wall combo damage
    • You risk losing a decent amount of damage on males, but on females or bears this setup is significantly more worth.
  • Flowchart feeder: 1+2 throw break into 3,1(source: Wildo)

In the open

  • Flowchart feeder: Cheap Evasive patterns – Courtesy of Ulsan (source: philb)
    • D4, WS2 – Beats jab & most high responses (does not work in Kazumi mirrors), and sidestep
    • 2,1, DF2 – Beats most high responses and high hitting mids
    • 1,2, db1+2 – Beats short range responses
    • Df4, db1+2 – Beats short range responses
    • Db1+2, df2 – Beats high and high hitting mids
  • Movement-based mixup: Homing Running 2 – Again Courtesy of Ulsan (source: philb)
    • Run as close as you can, tap back and do iWR2 – causes timing change and realigns (especially good in S3 due to wr2 tracking nerf)
  • Tech trap(kinda): Kazumi hard read backrise launch setup (source: Schonse)
    • https://gfycat.com/GiganticKindAmoeba
    • If you hard read they will just hold back, even when they see you do this weird ass combo, it’s 47 free dmg + tons of carry because its basically a combo and a half. 
    • Note, if they tech you get hopkicked
  • Non-tech trap: Refloat tech after S! in any combo (source:  Furyah)
    • https://gfycat.com/immaterialimpressionablekentrosaurus
    • After S! dash and do f3f to transition into RSS and then do max delay RSS4 (the first hit of hellsweep)
      • If the opponent doesn’t tech, you get a refloat combo: df1 1,2 bf2,1,1+2 or any shorter variation to complete the wallcarry
        • If the opponent holds b they escape the refloat but you hit them grounded with the RSS4
      • If the opponent techs you’re safe (but don’t press buttons)
    • Best used when you can tell standard wallcarry will not yield a wallsplat
    • For more refloat variations, see here: https://www.youtube.com/watch?v=q2tPVmRmoLY
  • Info: 1+2, uf2, and ws3 on hit transition into RSS situations (source: IdunWannaShtudy)
    • Transitions into fly after these moves are all +9, check rbnorway for frames on FLY moves
    • FLY 2 and FLY 4 will beat SS. FLY 3+4 clips them for minor damage on SS. Everything else loses to SS

Combos

  • Advanced female wall combo (source: Bolt)
    • bf2, 1, 1+2
    • Consistent with straight axis wallsplat, but takes practice especially against shorter females. Does 5 more damage.
    • Can catch them if they don’t techroll with b4 1+2 resplat combo
  • Additional advanced wall combos courtesy of Coorejam:
  • FLY 3 d2 wallsplat combo timing (source: Applay)
    • https://streamable.com/fs7cj
    • wallsplat > enter FLY stance > hit 3 as soon as you see their feet touch the ground, but before they get into that sitting position
      • Varies slightly depending on splat, general rule is to delay more if the splat is higher
    • Won’t work if bf211+2 splats too close

Matchups

Bob

  • Df1 can go over his db1+2 and get you launched (source: philb)

Gigas

  • If you block db3, regardless of if they do the follow up (db3,2) or not you can punish with ws2 as it will crush the extension (source: philb)

Heihachi

  • Kazumi ff2 is the most reliable Hei ff2 punish, but still doesn’t work all the time(source: philb)

Jack

  • Df1,2 string + extensions option selected by df2 if you read that he will do the follow up after df1 (source: philb)

Jin

Josie

  • Anti switch stance: (source: Bolt, Applay)
    • SWS is usually +11 from entry
    • 4 is a generally a good option because it will:
      • Counter hit the mid punch (SWS 2)
      • Trades with the low kick (SWS 3)
      • Float the mid kick (SWS 4)
      • Lose to the high punch (SWS 1)

Marduk

  • Use backwards fly if they threaten VTS tackle and you can react. The recovery is so long after the tackle whiffs due to jump state that you can just hop(eless) knee him for a free launch (source: philb)
  • After QCF2, if they like to do throw or jabs after it to take advantage of the plus frames, hopkick will crush them for some reason (source: philb)

Paul

  • DF2 option selects follow-ups from FF2, if the mid comes out it launches him, if the high comes out it just does generic down jab. Df+2 will also launch the f,f+2,1 and f,f+2,2 cancels. (source: philb)

Shaheen

  • Kazumi can SSR his f4 (homing) move for some reason (source: philb)
  • Can also SSR more options out of d3~SNK than typical characters (source: philb)
  • High and Mid SNK followups after a move transition can usually both be beaten by b1+2 (source: philb)

Steve

  • After being hit by ws1,2, if the Steve is trying to frame trap you with B1, if you do ws2 it will crush and launch him (source: philb)
  • Same situation, after being hit by ws1,2 if he is doing mid followups that are not df2, you can uf2 through them and avoid b1 as well (source: philb)

Julia

  • Source: IdunWannaShtudy
  • She is weak to side step right especially if she is doing shotgun (d,df+1), however in neutral there isn’t much of a need to side step due to ff1, wr1, and f3~1 having decent tracking or coming out fast enough it can easily catch you. These 3 tools help her control that mid range which then allows her to approach for pressure or to duck in your face and apply 50/50  pressure. Its best to stay up close and play to Kazumi’s strengths with her pokes than the mid range game; Julia’s mid range is just stronger and scarier. If you do happen to end up in the mid range, magic 4 is great for blowing up her approach tools as long as you’re not too predictable with it.
  • In general you can play your game against her, but be wary of the risks she can take and punish her hard for them. It becomes much harder to make a comeback when she catches you with her shenanigans. She has plenty of launchers, great wall carry, panic tools, and a 50/50 game to get the life advantage on you.
  • Party crasher (ff1): On block you can use d3+4 to beat out the follow up ff1,4 (m,h) or any other poke attempt. On a good read, duck ff1,4 and launch with ws2. If you feel like she’s getting too pushy with ff1 into other pokes, check her with magic 4. In neutral at mid range with good timing you can fish for a CH 4. On hit ff1,4 spaces her for wardums (4~2,1) to land, but it can be back dashed or side stepped 
  • F3~1: high lunge punch, covers long distances very quickly making it hard to side step, but not impossible (to put in perspective I find kazumi’s wr2 much easier to avoid than Julia’s lunge punch). It’s better to duck it on read and launch her with ws2. On block it leaves her -3, allowing her to side step pokes
  • Wr1: A high +4 move that grants good damage on hit by following up with wr2,1 for around 50 damage. Easier to side step against than her lunge punch but still quite risky. Also harder to punish with ws2 after ducking because she recovers much faster, so go for quick punishes if you’re not confident. In open space wr1 is not too threatening because of pushback, but if you press buttons she can still catch you with a frame trap. At the wall it leaves her close enough to go for strong mix ups. 
  • CES (spin or roll): Knowing when she can cancel strings/moves into her spin will help you prepare for her sweep. 
    • Cancels into CES from: 1,2,3/4 | d,df1,3/4 | ws2,3/4
      *note 3/4 = press either 3 OR 4
    • CES1 (high): CH properties and 0 on block
    • CES2 (mid): homing that is -9 on block and +11 on hit
    • CES3,1+2 (mid,mid): -13 when blocked, but after blocking the first hit you can SSL to make the ender whiff and launch punish
    • CES4,1+2 (low,mid): Low sweep that high crushes into a mid shoulder. Launch punishable with ws2 on low sweep  and uf4 on mid shoulder follow up
    • CES1+2 (mid): CH mid, but -9 on block
  • Shotgun (d,df1) : A mid that goes into mix ups, also a great tool for her to gather information. D,df1,2 can check you for pressing buttons after blocking d,df1. It can be delayed quite long to bait you out. It has both knock down and wallsplat properties, thus making it dangerous after blocking wr1 at the wall. However on block it is -14 and not a natural combo, so punish with df1,2. D,df1,3 or D,df1,4 is referred to as shotgun into CES which allows her to go into other mix ups. During shotgun on block into CES1, contesting with any i13f move will trade but CES1 CH properties allow her to still convert it into a combo. Magic 4 after blocking shotgun will beat most of her CES options including CES1, CES2, CES3, and CES1+2. However magic 4 will lose to CES 4 due to it high crushing and d,df1,2. To gather information she can shotgun spin into block leaving her quite negative, but in a position to see how you react.
  • D3: annoying low -1 on hit and -12 on block, keep in mind that it actually has good push back on hit which baits you into whiffing, online Julias like to follow up ff1 with d3 if you’re respecting it but magic 4 will blow it up if you’ve blocked ff1
  • B4 (high homing): On hit it grants her a launch. On block she is +1 and can frame trap with 1,1,1 for good damage, but it is easily side stepped after blocking b4 or even ducked. On whiff b4 has big recovery so you can punish with df2 or f3,f,2 if you’re prepared. If you’re going to poke into sidesteps, you can sidestep block or sidestep duck due to its slow start up. 
  • -b3,4 (low,low): First low is punishable by ws44 even if she commits to the follow up. The follow up however is safe and launches on hit. Best way to deal with the second low is to low parry it even if b3 hits you since it is not a natural combo. B3 alone is technically reactable at i27f. The mind games come in when she only does B3 and stays crouching for her 50/50.