Introduction
“
|
Where there is light, there is shadow. Now you know the power of the Ninja!
|
”
|
Asshole ninja guy who wants to be the top dog of his clan or whatever. An utterly oppressive top-tier with by far the best offense in the game, total scum character.
Strengths |
Weaknesses
|
- Almost every button is massively disjointed, highly active, or both
- Fastest walk and jump speed in the playable cast, plus a double jump he can use any time for no reason
- Coward copter lets him escape situations that other characters can't
- Great slow projectiles for space control
- Stupid oki with stuck shuriken and tatsu 50/50s
- Gets a cool command grab in Desperation health
|
- Worst health and 2nd-worst stun in the game
- Doesn't do that much damage on individual hits
- Only reversals are throws
- People will hate you
|
Stats
Forward walk speed
|
Backward walk speed
|
Prejump
|
Jump length
|
Backdash length
|
Backdash distance
|
Defense
|
Stun
|
3.875000
|
2.906250
|
2 frames
|
35 frames (33 double jump)
|
1-26 invulnerable, 27 vulnerable
|
105px
|
4096
|
496
|
Normals
Standing
5LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
1
|
5
|
4
|
+4
|
+2
|
HL
|
N
|
-
|
Reset
|
Premium jab for mashing. You know you’ve got something good going when it’s mostly active frames. The hitbox is bigger than you'd expect.
Crouched by Wulong, Liza (crouch blocks it).
|
|
n.5LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
1
|
5
|
4
|
+4
|
+2
|
HL
|
N
|
-
|
Reset
|
Gekkou elbows you, hitting slightly above him. Unlike far 5LP, it’s cancelable. Frame data is identical, though.
Crouched by Wulong, Liza.
Max activation range is 54px
|
|
5MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
6
|
4
|
8
|
+6
|
+4
|
HL
|
N
|
-
|
Reset
|
Elbow that looks like it could be a close normal. The slow startup and short range limits its utility.
|
|
n.5MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
3
|
2
|
9
|
+7
|
+5
|
HL
|
Y
|
-
|
Reset
|
Gekkou... scratches you, I guess? Wouldn’t be anything special, except that it’s very plus. Make of it what you will.
Crouched by Liza (crouch blocks it).
Max activation range is 65px
|
|
5HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
4
|
6
|
18
|
-2
|
-4
|
HL
|
N
|
-
|
Reset
|
Gekkou strikes with his palm. Good range and hits above Gekkou, so it makes a solid anti-air. The recovery sucks, though.
Crouched by Wulong, Liza (crouch blocks it).
|
|
n.5HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
7
|
3,12
|
4
|
+3
|
+1
|
HL
|
Y
|
-
|
Reset
|
Gekkou pulls out a dagger and slashes upwards. Incredibly active and a great anti-air, but still safe if you connect early. Cancelable, go for super if you've got it.
Max activation range is 70px
|
|
5LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
4
|
3
|
5
|
+5
|
+3
|
HL
|
N
|
-
|
Reset
|
Funny kick to the face. Has slightly more range than jab, but more startup and fewer active frames.
|
|
n.5LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
1
|
5
|
4
|
+4
|
+2
|
HL
|
Y
|
-
|
Reset
|
A knee attack that works just like n.5LP. Might be a better choice to mash up close so you can confirm 2LK into 214K.
Max activation range is 54px
|
|
5MK close is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
6
|
6
|
6
|
+6
|
+4
|
HL
|
N
|
-
|
Reset
|
Now HERE’S an anti-air. Gekkou turns and kicks upward. The hitbox is huge and disjointed, and its low recovery makes it safe on block/easy to follow up with a juggle.
Generally if they divekick you have time to start an air tatsu loop, and if they mash LP/LK you can 5MK or n.5HP again for knockdown.
Crouched by Wulong, Liza (crouch blocks it).
|
|
5HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
5
|
14
|
9
|
-1
|
-3
|
HL
|
N
|
-
|
Reset
|
Another turning kick with Gekkou standing on his hands. Incredible range and active frames, but prone to getting counterpoked as there’s a hurtbox the same size as the hitbox.
|
|
n.5HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
3
|
3,3
|
20
|
-4
|
-6
|
HL
|
Y
|
-
|
Reset
|
An upward kick with fast startup but awful recovery. Thankfully you can cancel this, so it’s worthwhile as a quick punish. Very short activation range means you can’t combo into it outside of jump-ins.
Max activation range is 44px
|
|
Leg Cutter 4HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
5
|
8
|
24
|
-10
|
-12
|
HL?
|
N
|
-
|
Reset
|
Gekkou does a backflip, which is instantly airborne. It's clearly meant to be an anti-air and whiffs on grounded opponents besides standing Marco and Gonzales. The hitbox is just alright for what it is.
|
|
Ninja Dropkick 6HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
16
|
13
|
0
|
+18
|
+7
|
HL
|
N
|
-
|
Reset
|
Gekkou flips forward and comes down with a dropkick. Ridiculous frame advantage, especially against shorter characters where it will hit meaty. It can also work as an anti-air.
It can link into anything, including itself, but the second one will leave you too far to follow up. Your preferred followup is n.5HP xx 214HK or super.
|
|
Crouching
2LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
4
|
4
|
+5
|
+3
|
HL
|
Y
|
-
|
Reset
|
Jab, but make it crouching. Trades a frame of startup for a frame of advantage and a little more range, so it’s pretty good.
|
|
2MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
4
|
4
|
8
|
+6
|
+4
|
HL
|
Y
|
-
|
Reset
|
Gekkou leans in and elbows you. Makes good combo filler and a decent poke to boot. It can even link into itself. Cancel into 214HK to score a knockdown off most random pokes.
|
|
2HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
5
|
6
|
18
|
-2
|
-4
|
HL
|
N
|
-
|
Reset
|
Gekkou strikes with both hands together. Long range and relatively fast startup make this a great punisher for moves with a lot of pushback. You can just walk forward 2HP to punish Lihua’s Iaizan, for example.
|
|
2LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
1
|
4
|
5
|
+4
|
+2
|
L
|
Y
|
-
|
Reset
|
A good quick low kick. Another 1f startup move, but with slightly more range than even 2LP.
|
|
2MK hit 1 hit 2
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
4
|
6(7)8
|
5
|
KD/KD
|
-10/+3
|
L
|
Y
|
-
|
KD
|
A weird sweep that hits in front and then behind Gekkou. Hitbox is just alright, but you can cancel it to make it safer.
|
|
2HK hit 1 and 3 hit 2
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
7
|
5(4)4(4)5
|
8
|
KD/KD/KD
|
-10/-1/+7
|
L
|
N
|
-
|
KD
|
An even weirder sweep with both legs that hits front, back, front again. Not cancelable, but it’s plus if you get them to block the second front hit.
|
|
Jumping
j.LP neutral jump is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
Until landing
|
-
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Your average jumping jab. A natural air-to-air that’ll sometimes tag people in the scrambles Gekkou creates.
|
|
j.MP neutral jump is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
4
|
18
|
4
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Similar to j.LP, with more range and damage but a worse hurtbox. Still good and generally worth using.
|
|
j.HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
6
|
8
|
6
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Gekkou stretches out, making his body a hitbox from hands to knees. Your prime cross-up button for its greater hitstun and damage.
|
|
j8.HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
6
|
8
|
4
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Gekkou sticks both his arms at an upward angle. Good air-to-air that hits on both sides.
|
|
j.LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
Until landing
|
-
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
A knee attack similar to j.LP, but the hitbox is lower, so it’s more of an annoying jump-in.
|
|
j8.LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
Until landing
|
-
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Gekkou does the splits in the air, hitting on both sides. Neat defensive option, cancel into tatsu on hit.
|
|
j.MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
4
|
18
|
4
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Gekkou’s all-in-one jumping button. Great air-to-air with more range than punches, and it doubles as a cross-up.
|
|
j8.MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
4
|
18
|
4
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Similar to j8.LK, but it hits more below than to the sides. Good for continuing air tatsu loops, since you’ll tatsu the way you face if you use it from a neutral jump.
|
|
j.HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
6
|
8
|
6
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Gekkou does an upside-down kick. Generally outclassed by j.HP since they play similar roles but j.HK can’t cross up.
|
|
j8.HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
6
|
8
|
6
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
A dropkick that makes a good air-to-air. Not as hard to beat as his others, but it’s got incredible range.
|
|
Dagger Dive j.2LK+MK+HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
36
|
14
|
1 (landing)*, 35~40 (hit/block)
|
-
|
-
|
H
|
N
|
-
|
KD
|
Gekkou hangs from the ceiling for a moment before quickly diving down. Good hitbox, knocks down, has to be blocked high. High startup makes this not really worth using, but it recovers fast on whiff.
|
|
Throws
Jump Over Toss 4/6MP/HP Max range 48 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
16
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Gekkou flips over the opponent and throws them forward. Gives you time to set up an air shuriken in the corner. If the walls are broken, you can do a quick air tatsu to set up 214HK loops.
|
|
Ninja Toss j.MP/HP Max range 60 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
16
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
For once, this throw actually throws in the direction you input. Gekkou tosses the opponent to the ground. He has command air throws for damage purposes, but if you’re jumping around you might get this by accident.
Air throw will work if you're close enough with any input but 8. Pressing 7/4/1MP/HP will throw back, others will throw forward.
|
|
Special Moves
Kurojuuji
aka Shuriken 236P LP version MP version HP version
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
All
|
-
|
224
|
21
|
1
|
28
|
-1
|
-3
|
HL
|
-
|
-
|
Reset
|
Gekkou takes the shuriken from his back and throws it. The MP and HP versions throw 2 and 3, which have a larger hitbox compared to 236LP, but the same frame data. Slow startup makes this niche, but it is still a slow fireball with a lot of stun and a good hitbox.
|
|
Kaiten Kurojuuji
aka Air Shuriken j8.96P
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
All
|
-
|
224
|
14
|
1*
|
varies, 1 landing*
|
-
|
-
|
HL
|
-
|
-
|
Reset
|
One of many annoying moves Gekkou has for whatever reason. Stalls before throwing the big shuriken at a fairly steep angle. This can do two things, both involving taking up a lot of space.
The light and medium versions are identical and stick in the ground for a second, while the heavy version rolls along the ground. The LP and MP versions stick in the ground for 61 frames. These make good meaties, and will give you easy stun vs anyone who tries to DP out.
|
|
Jigokugoma
aka Tatsu 214K
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LK
|
-
|
64+64+64
|
4
|
8+8+8
|
11
|
KD
|
+4
|
HL
|
-
|
-
|
Y,Y,KD
|
MK
|
-
|
16+16+16+16
|
4
|
8+8+8+8
|
11
|
KD
|
+4
|
HL
|
-
|
-
|
Y,Y,Y,KD
|
HK
|
-
|
16+16+16+16+16
|
4
|
8+8+8+8+8
|
11
|
KD
|
+4
|
HL
|
-
|
-
|
Y,Y,Y,Y,KD
|
This tatsu is Gekkou’s defining move, though he’s got no shortage of amazing ones. Great hitbox that’s disjointed on both sides, which makes it a bit of an anti-air. It knocks down after a few hits, so it’s good for hit confirms.
Where it goes really overboard is its ability to cross up a knocked down opponent. This WILL steal games for you. It’s basically impossible to tell which side it’ll hit on here, and the recovery is low enough that you can do it again, preferably with 214HK. Even if they guess right and block, Gekkou is usually safe in front and consistently safe on crossup.
Some characters can escape this - Barts will trade with flash kick, Liza and Marco win with their mash moves, and Boggy’s 28K can also win, but its high startup makes it tough. Other characters have to guess. Despite the frame data, pushback sometimes causes the last hit to whiff, making it -4.
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Air Jigokugoma
aka Air Tatsu j.214K
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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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LK
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-
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64
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4
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2(2)2
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varies, 1 landing*
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-
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-
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HL
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-
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-
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Y
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MK
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-
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48+48
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4
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2(2)2(2)2(2)2
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varies, 1 landing*
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-
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-
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HL
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-
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-
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Y,Y
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HK
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-
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32+32+32
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4
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2(2)2(2)2(2)2(2)2(2)2
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varies, 1 landing*
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-
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-
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HL
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-
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-
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Y,Y,Y
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Gekkou’s air tatsu is another versatile tool. The main difference is that it doesn’t just knock down on the last hit, but allows you to juggle further. If you can land a jump-in, cancel into air tatsu and you’ll earn big damage. Thankfully, air tatsu can be blocked high or low.
The direction your air tatsu goes is based on your jump. A neutral or forward jump will move you forward, and a backwards jump will move you back. Thanks to your double jump, you can choose to do a retreating tatsu at any time during a normal jump.
Despite having 2, 4, and 6 active portions, the air tatsus hit only 1, 2, and 3 times, skipping the even-numbered hits.
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Kokushi Raikouzan j.63214MP Max range 68 px
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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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-
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16
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-
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-
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-
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-
|
-
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-
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-
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-
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KD
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Throws them straight down to the ground, followed by Gekkou attacking with daggers. It doesn’t seem like you have time to set up a 214HK crossup. Due to an oversight, this move resets combo damage scaling, so use it after air tatsu loops. Otherwise, the next air throw is preferred.
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Izuna Otoshi j.41236HP Max range 72 px
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Damage
|
Stun
|
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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-
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16
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-
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-
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-
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-
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-
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-
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-
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-
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KD
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Finally, the classic Izuna drop, but this time with lightning. Coolness aside, this is his best air throw by far due to its range and damage. The bonus damage from Crush really makes it hurt!
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Desperation
Senpuu Kaen Jigoku 6412HP+HK Max range 80 px
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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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-
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0
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-
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-
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-
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-
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-
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-
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-
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-
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KD
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Gekkou’s super is a command grab that does incredible damage. He kicks the opponent into the air, teleports, and spins with his hands on fire. Combo into this from whatever you want as long as you’re in range - n.5HP xx 6412HP+HK does a good ~50% without Crush. It also serves as a reversal, naturally.
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Combos
Note on Air Tatsu loops: You hit the juggle limit after 10 hits including the jump-in as seen here. The 11th hit will knock down in these combos. These have yet to be optimized, but a few notes:
For the most stun per hit, you want j.214LK (1 hit/64 stun). If you want less stun, use j.214HK (3 hits, usually connects 2, 32/hit). You can easily stun anyone with this combo.
For a lot of combos, you can link into 2MK instead of canceling into tatsu. This is good to avoid pushing the opponent into the corner where you can't do 50/50s.
Midscreen
- n.5LP/n.5LK 2LP/2LK xx 214HK
- 2LP n.5MP/2MP xx 214HK
- 2LP/n.5MP 2MK xx 214LK
- Sets up for 214HK 50/50
- 6HK (walk) n.5HP xx 214HK
- j.HP xx j.214HK 63214MP
- Also works with other air throws, but this does the most damage
Wallbreak
- j.HP xx 214MK (land) j8.HK xx 214MK (land) j8.MK xx 214MK (land) j8.96P
- Breaks wall at j8.HK xx 214MK, and Gekkou lands on the other side of the opponent for the j8.MK.
- Stuns the whole cast due to j8.96P’s incredible stun. You can use basically any air normals - lots of room to experiment.
Corner-only
- n.5LP/n.5LK 2LP/2LK(x2) xx 214HK
- (meaty) j8.96P n.5HP xx 214LK
- Stuns characters with 512 stun and below.
- (meaty) j8.96P j.MK xx 214MK...
- You can start tatsu loops from this, too.
Strategy
Strategy
Gekkou has some incredible neutral buttons along with plenty of unique and annoying options.
A double jump that he can use at any time (instead of just canceling air normals), an air fireball that can either stick in the ground as an active hitbox or roll along the ground, and a fast horizontal movement option in his air tatsu allow Gekkou to play on offense or defense.
His main weakness is his poor health/stun and lack of dedicated reversal move. He can throw or backdash on wakeup, otherwise he has to eat whatever meaty they put out.
Notable normals: 5LP, 5MK, n.5HP, 2LP, 2MP, 2MK, 6HK, j.HP, j.MK.
Midscreen left-right 50/50s
...2MK (whiff)214LK
---> 214K crossup
---> same side meaty of your choice
...214K (whiff)214HK
---> 214HK crossup
---> 6HK same side and plus
---> delay 214K same side
...2HK
---> 214MK same side
---> 214HK crossup/delay same side
Any crossup 214K gives you a knockdown long enough for you to walk up and easily time another ambiguous 214K crossup if you want to loop the 50/50.