Introduction
“
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Not even women and children are spared by this discipline!
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”
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An assasssin who wants the tournament's prize money to pay off his handlers and quit the syndacate. The other shoto of the game, his toolkit trades Kazuya's all-around stability for some tricky mixups and oki but worse normals across the board.
Strengths |
Weaknesses
|
- Strong anti-air game
- Various ways to set up and abuse crossups
- 3rd fastest walk speed plus many unique movement options (6MK, slides, wall jump, divekick)
- Abusable super that's plus on block
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- Stubby, vulnerable normals besides sweep and 6HK
- Special moves are very punishable if mis-spaced
- Inconsistent combo enders unless point blank
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Note: Wulong can wall jump by holding any direction away from the wall, i.e. if he presses 7, he can hold 3/6/9 to jump off the wall behind him.
Stats
Forward walk speed
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Backward walk speed
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Prejump
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Jump length
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Backdash length
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Backdash distance
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Defense
|
Stun
|
3.312500
|
2.484375
|
2 frames
|
39 frames
|
1-11 invulnerable, 12-15 vulnerable
|
80px
|
4032
|
544
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Normals
Standing
5LP
|
Damage
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Stun
|
Startup
|
Active
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Recovery
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Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
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Invuln
|
Juggle
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5
|
32
|
2
|
4
|
4
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+5
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+3
|
HL
|
Y
|
-
|
Reset
|
Backhanded punch, very good range for a jab. It’s not chainable, and while you can cancel it, nothing combos.
Crouched by Liza (crouch blocks it).
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n.5LP
|
Damage
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Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
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Block Advantage
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Guard
|
Cancel
|
Invuln
|
Juggle
|
3
|
32
|
1
|
4
|
5
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+4
|
+2
|
HL
|
Y
|
-
|
Reset
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Show them the back of your hand. Wulong’s fastest normal. Cancelable and chainable, so you can do 3 of these into DP.
Crouched by Liza (crouch blocks it).
Max activation range is 70px
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5MP
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
64
|
5
|
6
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10
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+2
|
±0
|
HL
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N
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-
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Reset
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Weird upward chop, makes a solid anti-air but you have more rewarding options.
Crouched by Liza (crouch blocks it).
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n.5MP
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Damage
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Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
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Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
11
|
32
|
4
|
4
|
8
|
+6
|
+4
|
HL
|
Y
|
-
|
Reset
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A double punch with a pretty high hitbox and the best frame advantage of your normals. Cancel this into DP or even super if you're point-blank.
Deals more damage but less stun than n.5HP.
Crouched by Wulong, Liza.
Max activation range is 70px
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5HP
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Damage
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Stun
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Startup
|
Active
|
Recovery
|
Hit Advantage
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Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
14
|
128
|
6
|
6
|
16
|
±0
|
-2
|
HL
|
N
|
-
|
Reset
|
A spinning backfist with a little sartup. Wulong steps into this so it has more range than his other punches.
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n.5HP
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Damage
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Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
|
Invuln
|
Juggle
|
8+4(5)
|
96+32
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4
|
4(2)8
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10
|
-2/+4
|
-4/+2
|
HL
|
Y/N
|
-
|
Reset (x2)
|
Wulong does an elbow into a chop. Pretty fast startup for a heavy normal and it’s safe on block. The first hit is cancelable, and has the greatest stun of Wulong’s cancelable hits.
First hit crouched by Liza (crouch blocks it), second hit crouched by Wulong, Liza.
Max activation range is 80px
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5LK
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Damage
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Stun
|
Startup
|
Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
|
Invuln
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Juggle
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3
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32
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2
|
3
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5
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+5
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+3
|
HL
|
N
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-
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Reset
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Wulong leans back and kicks. Very short range, you’ll probably get n.5LK instead. Chainable so you can use it for keepaway.
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n.5LK
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Damage
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Stun
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Startup
|
Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
|
Invuln
|
Juggle
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3
|
32
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2
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5
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4
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+4
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+2
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HL
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Y
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-
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Reset
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A chainable knee attack with decent frame advantage. 2LK is preferred since it hits low and has more range, but this has more frame advantage.
Max activation range is 74px
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|
5MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
64
|
4
|
6
|
6
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+6
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+4
|
HL
|
N
|
-
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Reset
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A kick with only ok range, but great frame data. You can get this out surprisingly close so it’s possible to link from it.
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n.5MK
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
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Block Advantage
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Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
32
|
4
|
8
|
6
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+4
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+2
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HL
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Y
|
-
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Reset
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A high kick that makes a great close anti-air, it’s very active and disjointed. Makes a good meaty as well, though it's hard to space outside of throw range.
Crouched by Wulong, Liza (crouch blocks it).
Max activation range is 51px
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5HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
14
|
128
|
8
|
5
|
18
|
-1
|
-3
|
HL
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N
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-
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Reset
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Wulong turns around and does a high kick. Looks like an anti-air, but the hitbox isn’t amazing so it can trade or lose to some buttons.
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n.5HK
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Damage
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Stun
|
Startup
|
Active
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Recovery
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Hit Advantage
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Block Advantage
|
Guard
|
Cancel
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Invuln
|
Juggle
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8+3(4)
|
96+64
|
4
|
3+3
|
18
|
-2/+1
|
-4/-1
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HL
|
Y/N
|
-
|
Reset (x2)
|
Wulong does an axe kick that hits twice. Like n.5HP, the first hit is cancelable. It can serve as a late anti-air because it hits pretty high up.
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Leap Frog 6MK
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
64
|
6
|
10
|
12
|
-4
|
-6
|
HL
|
N
|
-
|
Reset
|
Wulong hops and does a mid-air crunch. It's instantly airborne and can set up crossups, and frame traps nicely into your DP.
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Violent Twirl 6HK
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
7+4(5)
|
64+64
|
4
|
6(12)9
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8
|
+5
|
+3
|
HL
|
N/N
|
-
|
Reset (x2)
|
Wulong kicks and spins around, kicking again. This is a quick advancing normal with really good hitboxes. Quick startup allows you to link into this, and it’s plus so it's worth throwing out sometimes.
However, they can guard cancel between the hits, so look out for that. List Below:
- Kazuya - 214P, 623K
- Barts - [2]8K
- Gekkou - 214K (hard to beat, can trade)
- Wulong - 623P
- Lihua - 2369P, 2146P, 623P, 63214K (yes, really)
- Liza - [2]8P, Mash K (trades, but damage >>)
- McCoy - [4]6P, [4]6K
- Boggy - 28K, 41236K (trades, not useful), DM
- Marco - Mash P
- Gonzales - command grabs
- Azteca - 41236P (trades, followup with j.236HP), 63214P
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Crouching
2LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
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Guard
|
Cancel
|
Invuln
|
Juggle
|
3
|
32
|
2
|
4
|
4
|
+5
|
+3
|
HL
|
Y
|
-
|
Reset
|
Spearhand jab that IS chainable, and reaches further than n.5LK. Chaining this with n.5LP makes combos into DP easier.
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|
2MP
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Damage
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Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
|
Block Advantage
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Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
96
|
4
|
6
|
10
|
+2
|
±0
|
HL
|
N
|
-
|
Reset
|
A two-handed poke with a poor hitbox. Not cancelable so it’s outclassed by buttons like 2MK.
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|
2HP
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
14
|
128
|
6
|
8
|
16
|
-2
|
-4
|
HL
|
N
|
-
|
Reset
|
Wulong pokes with the back of his hand. It’s shorter range than 5MP and his other heavies so it’s not very useful.
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2LK
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Damage
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Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
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Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
3
|
32
|
1
|
6
|
5
|
+2
|
±0
|
L
|
Y
|
-
|
Reset
|
One of Wulong’s best normals, a crouching short with good range that makes his hurtbox tiny. Chainable and cancelable.
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|
2MK
|
Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
64
|
6
|
6
|
10
|
+2
|
±0
|
L
|
Y
|
-
|
Reset
|
Interesting button that projects hurtboxes on startup/recovery but not while active. Good to prevent them from walking back, and it’s cancelable. Doesn't combo at max range but will combo into 623P or super if very close.
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2HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
14
|
128
|
6
|
6
|
20
|
KD
|
-6
|
L
|
Y
|
-
|
KD
|
A cancelable sweep much like Kazuya’s, but with even more range. It's arguably stronger to cancel on block than Kazuya's, since you can't low profile 41236P and DM is plus on block.
|
|
Sliding Feet 3HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
14
|
128
|
12
|
12
|
18
|
KD
|
-10
|
L
|
N
|
-
|
KD
|
Wulong's slide rounds out his mobility options. It does everything you’d expect one to do, going under fireballs and setting up nicely for 41236K crossups. Generally unsafe unless you really space it carefully.
Low profile on frame 1-42. Yes, that's the full duration. Do with this info what you will
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|
Jumping
j.LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
7
|
64
|
2
|
34
|
4
|
-
|
-
|
H
|
-
|
-
|
Reset
|
Pretty unremarkable jumping jab, does slightly more damage than other lights. Solid option to mash after an air reset, at least.
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j.MP
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
11
|
64
|
4
|
14
|
4
|
-
|
-
|
H
|
-
|
-
|
Reset
|
Way better hitbox than j.LP, at the cost of active frames. Good angle for a jump-in.
|
|
j.HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
15
|
128
|
6
|
8
|
4
|
-
|
-
|
H
|
-
|
-
|
Reset
|
Big chop that would be a ridiculous jump-in if not for the vulnerable arm.
|
|
j.LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
3
|
32
|
2
|
34
|
4
|
-
|
-
|
H
|
-
|
-
|
Reset
|
A knee with a really small hitbox. Can cross up, but j.MK does it better.
|
|
j8.LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
3
|
32
|
2
|
34
|
4
|
-
|
-
|
H
|
-
|
-
|
Reset
|
Wulong sticks his leg up. Solid defensive button.
|
|
j.MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
64
|
4
|
14
|
6
|
-
|
-
|
H
|
-
|
-
|
Reset
|
Wulong’s big crossup button. It’s not disjointed so don’t try to use it as an air-to-air.
|
|
j8.MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
11
|
96
|
4
|
18
|
4
|
-
|
-
|
H
|
-
|
-
|
Reset
|
Wulong sticks his leg out. Good range and disjointed for what that’s worth.
|
|
j.HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
15
|
128
|
6
|
8
|
14
|
-
|
-
|
H
|
-
|
-
|
Reset
|
Weird looking long range kick. Good for smacking someone after jumping over a fireball.
|
|
j8.HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
15
|
128
|
6
|
8
|
4
|
-
|
-
|
H
|
-
|
-
|
Reset
|
A big kick that’s prone to trading. One neat trick is that you can divekick afterwards if you press HK as you’re rising, it’s fast enough overall.
|
|
Wall Bounce j.2LK+MK+HK The Kick The Kick The Dive The Dive
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
Kick
|
14
|
128
|
12
|
Up to 27
|
-
|
KD
|
-
|
-
|
-
|
-
|
KD
|
Dive
|
14
|
128
|
16
|
7
|
1 landing*, up to 42 air
|
KD
|
-
|
H
|
-
|
-
|
KD
|
A triangle dive which starts with a kick to the wall Wulong is facing. This kick is active until Wulong touches the wall, where he stops for a moment (16 frames) and dives down, attacking with his head. You can steer this dive by holding away from or toward the wall.
The hitbox and straight angle on the kick makes it good at catching panic jumps. Meanwhile, the dive part is fairly easy to beat, but it can cross up so it’s another trick for oki. You can set this up from a throw, for example.
|
|
Throws
Snapping Back 4/6MP/HP Max range 48 px Max range 48 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
17
|
128
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Your regular side-switching throw. Interestingly, it deals actual stun. Sets up well for a meaty 41236LP or j.2KKK.
|
|
Rapid Knees 4/6MK/HK Max range 48 px Max range 48 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
2*9 (18 max)
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
ATATATATATATA
Wulong’s mash throw, which doesn’t side switch, but pushes you back full screen so it’s ill advised. Does more damage than your other throw if they don't mash, but even a little mashing will make it worse.
|
|
Kick Away close MK/HK Max range 56 px Max range 56 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
2*6 (12 max)
|
96
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Looks like another mash throw, but does fixed (low) damage. Doesn’t push Wulong back at all, instead kicking the opponent to the edge of the screen. You have a *lot* of frame advantage after this.
Works with any direction but 5 or 8.
|
|
Special Moves
Ryuugekiken 41236P
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LP
|
10
|
160
|
15
|
1
|
24
|
+3
|
+1
|
HL
|
-
|
-
|
Reset
|
MP
|
12
|
160
|
17
|
1
|
26
|
+1
|
-1
|
HL
|
-
|
-
|
Reset
|
HP
|
14
|
160
|
21
|
1
|
26
|
+1
|
-1
|
HL
|
-
|
-
|
Reset
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Wulong throws out a power wave with long startup, but fast recovery. Inability to low profile it like other fireballs in this game make it hard for certain characters to deal with.
The HP version is much taller on top of moving faster, allowing it to stop other fireballs or hit moves that low crush. Stick to the LP version in pressure as it’s got the best frame data. The fireball takes 2 frames before its hitbox changes for the MP and HP versions.
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Ryuukizan 623P 623P (all) 623P (all) 623HP hit 2 623HP hit 2
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Version
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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LP
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16
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192
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2
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2+2+4
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26
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KD
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-10
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HL
|
-
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1-6F
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KD
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MP
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16
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192
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2
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2+2+4
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39
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KD
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-23
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HL
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-
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1-6F
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KD
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HP
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15+2(3)
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192+64
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3
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3/3/4(8)4/4
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35
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KD
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-41
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HL
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-
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1-9F
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KD
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Wulong’s DP, which moves him back slightly during the animation, making it hard to punish. The LP and MP versions will chip up to 3 times. The HP version does not move back at all but launches into a kick at the top of its arc, which looks really cool.
The second hit of 623HP doesn't touch anyone on the ground, so block advantage is based on the first hit.
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Shouten Ryuubu 41236K
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Version
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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All
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5+4+3+2
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32
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25
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2(1)1(3)1(1) [loops 3 times] 2(1)1
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5
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+25
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+14
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-
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-
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-
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Y
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At first glance this looks a lot like Fei Long's chicken wing, but it's slower (so you don't have blockstrings into it) and not invulnerable on startup. That said, it's rewarding to hit, as it gives you free confirms on grounded hit and juggles on air hit. It can also cross up on wakeup or against small crouching characters.
This has a lot of gaps in its active frames but usually you’ll only get 2 or 3 hits due to small hitboxes and pushback. It deals a lot of hitstun, which means it will often connect even if it pokes an outstretched limb. This is also usually safe on block.
Low profiles on frames 7-9.
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Nunchuck No Mai 63214P, Mash P
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Version
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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LP
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11
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64
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9
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5+11+9+5
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0
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+1
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-10
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HL
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-
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-
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KD
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MP
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11
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64
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9
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4+9+7+4
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0
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+7
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-4
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HL
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-
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-
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KD
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HP
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11
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64
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9
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3+7+5+3
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0
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+13
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+2
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HL
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-
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-
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KD
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A funny nunchuck swinging attack with a HUGE hitbox that vaguely covers where the nunchucks go. You can mash the button to keep it going, if you feel like it, but it's already highly active. You can combo 63214HP into 5HP or microwalk 2HK with good timing.
Weirdly, you can get 2 hits of 63214P up close, and the game registers a combo, but you can actually block the second hit.
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Desperation
Gekisatsu Hiryuuken 463216HP+HK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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33
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0
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13
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36
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12
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KD
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+7
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L
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-
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-
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KD
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Probably the best super in the game, this is a ranbu that doubles as a slide. The only downside is a decently long startup. It does all its damage on the last hit, so it HURTS with Crush on. This makes throwing fireballs against Wulong much riskier once he has low health.
It’s just fast enough to combo off medium or heavy buttons up close, and free if you land 41236K. It's also plus on block while dealing a good bit of chip damage.
Unlike Kazuya's super, Wulong's doesn't travel until it hits a wall or character. This only really comes into play if you jump or backdash away from it, since it lasts long enough to travel fullscreen normally.
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Combos
Midscreen
- n.5LP 2LP xx 623P
- If you chain too slow, 623HP might drop the 2nd hit. They're still in a juggle state, so maybe you can take advantage of this?
- n.5MP 6HK
- n.5MP/n.5HP/2MK xx 623P/463216HP+HK
- 41236LP 5HP/2HK
- Works when spaced just outside of close normal range.
- 41236K (walk) 2HK/3HK
- 41236K (walk) n.5MP xx 623P
- 41236K 463216HP+HK
- 63214HP (microwalk) 5HP/2HK
Wall Break
- (air hit) 41236K 41236K 623P
Corner Only
- 41236K (walk) n.5MP/n.5HP 623P
- You can start this outside of the corner due to 41236K's corner carry, but they need to be in the corner when n.5MP hits.
- Might be character-specific, works on Boggy outside corner.
Strategy
Basic 41236LK setplay after 3HK: Knock down with 3HK, 41236LK will cross up if done just after slide, or hit in front if you delay it.
Video example.
After 623LP:
- Ambiguous crossup. Video example.
- jump back, delay divekick
- Safe vs slow reversals, ambiguous crossup depending on if you hold away from wall or neutral. Video example.
- You can also use a light normal to frame kill, then jump forward and divekick
Ryuukizan Punishes
Examples of punishes against 623LP on block
Kazuya: 214P
Barts: [4]6LP
Gekkou: walk 2HP
Wulong: walk 2HK (need to crouch block)
Lihua: 2146MP/HP
Liza: [2]8LP/MP
J. McCoy: [4]6MP, [4]6K, [4]64P
Boggy: 2147HK, walk 2HP (corner only)
Marco: PPP (can knock down if frame-perfect)
In addition, 623MP can be punished harder by certain Desperation moves: Kazuya, Wulong, McCoy, Marco. Azteca can also punish 623MP with 41236P, but has no punish for 623LP.
Matchups
WIP
Kazuya
Dealing with Sweep xx Fireball: Wulong can 3HK at a range since this isn't a true blockstring. Guard Cancel DM is also strong but difficult to do.
Video example.