Ok, everyone already know about the magic property of ! going through moves / opponent with Aoi ending up behind her foe . But I Just want to share some more random and "weird" or particular things-to-know. 1/ 236P+K crumple on CH when you interrupt Lei Fei's Dokuritsu Shiki's K or K+G. There is no sabaki, and usually the move just gives +1 on CH... 2/Closed Stance Aoi on 1P side, if CH hit a side turned opponent on the foreground, you have +12, so free or . However, if he's on the background, he will be pushed a little too far and will be able to evade or . ( can even low punch against ) It's the opposite with Aoi on 2P side: if he's on the background, he can't evade or after getting hit side turned by CH, but can if he's on the foreground. Now, in Open Stance, it works all the opposite of Closed Stance. lol Making it hard to use properly.. The only exception is Lau who can just guard or low punch after getting hit by the first of in the situation ithe string should be guaranteed.. still works though. WHY ???????????????? 3/ Against Light Weight ( Aoi and Eileen at least ), if after CH or > the opponent hit the wall high enough, you can add a heavy Bound but then you are limited to only one attack after, and or or causes no Wall Slump. WHY ?????????????? Unless you're using , the others 2-hits strings like or or will have their second hit whiffs completely.. In that case it's better to use for the Bound instead of , because the limitation will not apply in that case ( you can add then like the end of her typical wall combo ) 4/ is a 2-hits natural combo on side turned. Even if in dojo it doesn't show as it. 5/ You can enter Tenchi at different moments after your is blocked. The more late I could get is -15, so Tenchi in that case is not active early enough to parry an elbow for example. 6/ "Safer" distance with the sweep against most Jacky's punish. On NH, you can also just backdash most of his attacks instead of using Tenchi , including a side kick 7/ We all know the rules about beating a rising kick with a well timed attack what does 21 dmg or more. However, in some scenario like when a foe is face up, head toward, his rising kick can be beaten by or which does 20 dmg.