Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
7 | 2 | 19 | 18 | 20 | 3 | H | +17 | +1 | +1 | - |
A simple jab, with a simple and decently fast followup. Not bad for antiairs, and catching with S1 can be followed up with 221+3 or B3 into EX Swap to continue the combo. Two followup options:
- 122 follows up with a quick, gapless shoulder check for a solid knockdown. Mostly used improvisationally in high-gravity situations as a combo ender, as the fast startup of all three moves means it is almost guaranteed to land if the first jab landed.
- 123 is a low that provides a brief suspend, enough for kameos to pick up. In the base and Assassin identities, 123 is mostly used as a safe jab confirm with a kameo pickup, but in Enforcer it becomes a safe 50/50 against Windmill Kick. Note that Windmill Kick causes a different suspend than 123, and not all kameo moves will be able to pick up from both (notably Mavado's cords can pick up from 123 but not Windmill Kick). Kameos which can identically pick up from both options, such as Scorpion, are premium choices to supercharge this mixup.