Yuiran
In this MU your goal is to don't get knocked down if she manages to do so you're going to suffer from her drop knee cross-up mixup. She has the lowest guard of the entire cast so keep up the pressure and try to force guard break, jump a lot challenging and forcing air/air situations, your rising HK does more damage than her drop knee so take that trade everyday until you can land a combo. You can't punish her hit grab on block (Sometimes you can if you have POW and she doesn't) and also she can use that blockstun to use her cmd throw on you, getting a knockdown and starting her mixup pressure, also she can punish on reaction your HK HP string with the same cmd throw so don't over-use it. 236HP is unsafe onblock against her because of the cmd throw. Hard MU
Yuiren
He's the fastest character of the entire cast, just block until you get POW so you can dodge away from his pressure, as long as he has POW any hit could be deadly as he can turn it into an infinite as long as his POW gauge remains. Just block and play by your strengths, one of your combos can be deadly, if he doesn't land a hit he can't go for the infinite. He can combo dodge+HK into low and then the infinite. Everytime he dodges, challenge it with HK-HP string or just high block and then low, you can also try to grab him out of it. You can't punish his 236HP, it will always trade if he goes for 5A or 2A, he can also side switch when you're getting up with his HK-HK combo so keep that in mind and be aware to block in the opposite way. Don't be predictable with your jump-ins because he can trade air/air and then recover fast enough to air throw dealing a nice chunk of damage. If he's pressuring he doesn't deal too much damage to the guard so you'll always be able to reach POW before getting guard broken, using 623HP invulframes can turn the tides to your favour so you can get your pressure going. Hard MU
Taro
He's slow, very slow, he has more hp than the rest of the cast so you won't be able to kill him as fast as the others. The idea of this MU is just rush in with jump-ins, he also has a bigger hitbox, so your cross-up will be more effective and sometimes it will hit on the back making some of your jump-ins literally unblockables or unpredictables for Taro to block so just spam jump-ins get your damage in, you're done. He can pressure with his knees and you can't punish his rekka effectively so be aware because he can go for frametrap using super after the rekka dealing massive damage. If he gets you with the rekka you can air-tech after the last hit of the 2nd rekka to throw HK, that will preemptively stop his super, if you don't manage to stop that super your hp bar will be depleted. He can combo double knees into double knees into super, that's almost your entire hp, so respect the knees and block when you're on the ground. Also he can go to dodge state with a lot of moves so be aware of the hit after the dodge. You can recover from the last hit of the standing super allowing you to go for a full combo, you have to air-tech HK and then continue with your bnb. Easy MU
Torao
He's really fast and he's deadly with his no brainer touch of death combo so NEVER use 236P on-block because he will always punish, one of his punishes being the TOD if he has meter. Be aware of the distance because his 236K can stop you from getting in DONT CHALLENGE IT with air-tech because he can keep using it dealing a lot of damage (it's the same as your dp in corner), you should try to bait him into using his 236P mash (As long as you have meter) and then dodge away while he's throwing punches in the air, that way you get a turn to combo. You're able to punish his 236p mash with HK-HP string but doesn't work 100% of the times and that can be risky, always try to poke with 5AA after his 236p. Just remember he lacks tools to get a clean hit to combo, can't combo from a low, and his overheads are not that good, as long as you're not getting yourself in danger the match favours you. Easy-Medium MU
Haiji
Mirror match, well this is tough. Don't use long strings as he can access to 214p and destroy you with the armor, always try to dodge away his jump-in attempts and don't block too much because he has enough damage to guard break you and convert into combos. You're able to punish 236p with HK-HP string but as long as he's not in POW. The 1st one getting the hit in will always win, just evade his pressure and try to start your own. Medium-Hard MU
Roche
Easy match, just pressure a lot. Roche can link his 5LP into super so keep that in mind if he has POW, also he has very damaging combos but his neutral sucks so you have the upperhand, this MU shouldn't be hard for you because Roche lacks tools to face you, neutral game belongs to you and if he tries to jump-in his jump is the highest of the entire cast so if he does it you have plenty of time to react with either dp or challenge air/air. Keep in mind roche has access to a lot of TOD combos, he deals a lot of damage so try to don't get caught by letting him pressure. Easy MU
Harry
This MU is hell for you. What's wrong with this MU? Harry is the character with the highest effective HP of the entire cast. So you'll be needing like 2 or 3 full combos to kill him (You need 1 and a few hits with the rest of the cast) This is a problem because you won't be getting too much of them, his dp and 5HK covers a big part of the screen making your jump-in attempts useless, your strat is to bait him into using his dp to get a clean jump-in punish. You can't stay too close to him because he can use his cmd throw or even his super cmd throw dealing a lot of damage, he has a good 50/50 between overhead + combo or cmd throw or a low combo pretty safe on-block, also he can use his rockets full-screen to stop your jump-ins if timed correctly. The strat is to get close to him, but always forcing him to commit to something, don't stay side by side bc of the cmd throw and always try to NJP (Neutral jump) into HK to get some pressure going, also if he tries to wake-up super, or throw a random super, if he gets you mid-air you can air-tech and interrupt the super with HK. His super deals tons of damage if he has all the rockets so keep that in mind. He also has an empty cancel making a lot of his moves a death sentence, it's hard to pull off for Harry so it depends on the player but keep that in mind as well. Don't challenge his dp kicks or you'll get into a juggle same as Torao and same as your corner dp. Hardest MU
Cool
Try to identify how Cool likes to play, if he spam projectile or not. If he does, just block until you can aling yourself for a super jump-in, once you're in his face he's done for. Ok remember about how cool likes to play? Well here's the deal, if he doesn't throw a lot of projectiles then you have to be wary Cool normals and air pressure are really good, he has a good antiair with his 2HP if he gets you in mid-air you'll be launched leaving you in juggle state, even if you air-tech or not he will combo you, his rising HK is good, his side dashes are fast and cover a lot of space so he can get away or close the gap pretty easily, he doesn't deal too much damage but he can get annoying and control you easily if you're not prepared. Keep in mind his 2LP is pretty good and he can punish your 236p on block everysingle time with it. If he doesn't over-commit you're in for a rough time taking every single advantage you can get is key for winning here, if not, just bait him into using his dp and then he's done for. You can also dodge one of the projectiles to mess up with his charge timing because he cannot use another special if the projectile it's still on screen. Be wary of his 3HK, covers a lot of space and he can combo 2 of those, also cool players like to tick throw a lot, use your 5A when he's close to stop those attempts. Medium MU