<aside> <img src="/icons/redirect_gray.svg" alt="/icons/redirect_gray.svg" width="40px" /> 5P
frame 5, 11 active + recovery
</aside>
pros: easiest / most consistent option, longest range
cons: hits mid
<aside> <img src="/icons/redirect_gray.svg" alt="/icons/redirect_gray.svg" width="40px" /> 2K
frame 6, 14 active + recovery
</aside>
pros: hits low and leads to combos on hit
cons: if not done perfectly, follow-ups can be thrown
<aside> <img src="/icons/redirect_gray.svg" alt="/icons/redirect_gray.svg" width="40px" /> Throw
frame 2, 40 active + recovery
</aside>
pros: great reward on hit (full combo), hard to see coming
cons: very punishing if whiffed, very hard to time, OSable
<aside> <img src="/icons/redirect_gray.svg" alt="/icons/redirect_gray.svg" width="40px" /> 2K
frame 6, 14 active + recovery
</aside>
pros: easier to time consistently, hits low
cons: 5D afterwards is mashable, frametraps with dl 2D are impossible
<aside> <img src="/icons/redirect_gray.svg" alt="/icons/redirect_gray.svg" width="40px" /> c. S
frame 8, 6 active, 10 recovery
</aside>
pros: more active frames make frametraps and beating fuzzies with dl 2D significantly easier, unmashable gap into 5D in most matchups
cons: vulnerable to throw if mistimed, more pushback on block