

The last hit can be canceled into a special move (for example into hcf+A or dp+A/B/C/D) or super (but doesn't connect).Whip is vulnerable during this move if it's whiffed, and can be guard cancel rolled if blocked.You can hold forward while pressing A (light punch) to continue the lashes up to 5 hits.The range of the lashes are at a half screen distance. This command normal has Whip horizontally throwing lashes in front of her.A or a Desert Eagle (rdp+P) or cross-up jump attack, empty jump throw, or any other okizeme setup or option. Whip recovers from the throw quickly which can be used to follow up with a cr.

Whip grabs and throws the opponent over her shoulder.Whip lands right in-front of the opponent and recovers instantly while the opponent lays on the ground for a considerable amount of time. Grabs the opponent then flips on top of them.Good for air-to-ground approaches by hopping. Has a good range, distance and starts up fairly quick. jump CD: Whip forms her whip as a spear that aims at a downward diagonal angle toward the opponent.Quick, great range, stays out for a decent amount of time and has good recovery. CD: Whip thrusts the handle of her Whip towards the opponent. neutral jump D: This flip kick is good for stopping or checking opponents jumping in.Good to use while hopping towards or away from the opponent. D: Whip throws out two horizontal jumping side kicks at the opponent. Good to use for air-to-air or cover distance in the air at a midrange distance away from the opponent. A but Whip uses the whole distance of the whip to cover in-front of her and below her. Easy to cross-up with and as a fairly large distance which is good for air-to-ground approaches C: Whip uses her whip to slash at a downward angle below the opponent. B: good for air-to-ground approaches and can be used as a instant overhead against taller crouching opponents A: Whip uses half of the distance of her whip in front of her in a half circle. Can cross up standing and crouching opponents and can be used as an quick instant overhead. A has Whip using her handle of her Whip to hit the opponent at a steep downward angle aiming at 5 o'clock. Hits twice, and is special and super cancel-able as well as whiff cancel-able. C: Whip from a starting crouching position stands up while twirling her dagger. Has good range and is special and super cancel-able. It can't chain into itself but can be chained from cl. B uses the knife in Whip's boot to deliver a crouching kick aimed at the opponent's foot. Hits OTG after a hcb+C or a heavy kick throw. A: Whip crouches to slash the whip in front of her. D is a inverted roundhouse kick that aimes at the opponent's head. C has Whip turning around to hit the opponent with the handle of her whip. B is a kick that hits the opponent's shins. A is a jab that is special cancel-able and can chain into itself and cl. D are special cancel-able and whiff cancel-able D is a round kick that is aimed at the opponent's head C is a 2 hit diagonal slash that is not cancel-able A is a good ranged low slash towards the opponent Note: You can do this as cl.B, qcb, cr.B, qcf+P.(jump-in or cl.B), cl.B, cr.B, qcb, hcf+P = 30%
