Some players consider that she is very similar to Cammy, but with a closer contact, the figure turns out to be much better. Her Burning Kick, Super Jump (interrupted Ultra Combo) is excellent, and what is most important a safe way of decrease the distance. Most of the strikes, roll your opponent may be canceled with Special Moves. Her weakness is poor stamina and low power strikes.
- HP - Hard Punch
Can by canceled by Thunder Knuckle, Seismic Hammer, Burning Kick or Super Jump.
- P+MP - Overhead Attack
Great high attack. Going above some fireballs and has a good range. Can be continued with MP (crouching), cancel Thunder Knuckle.
- qcb+P - Thunder Knuckle (armor breaking)
Low LP version pass through fireball (timing), with high MP. HP is good against flying enemies. Attack practically hasn't any delay, so you can use it often. Has a high priority and is a good juggle starter. One thing you can worry about from the enemy is block.
- qcb+K - Burning Kick
Very safe fireball even if it will be block. Done in a good moment miss the fireball. Ex version is good in combos.
- qcb+K (in the air) - Aerial Burning Kick
LK version is good against all Shoryuken and air attacks. Very good attack which can cancel normal jump attack (HP or HK). Do it with HK in the air to hit the enemy in the rear of his head - with LK in front. Ex version is very good in combos.
- p, d, dp+P - Seismic Hammer
Range of this attack depends on pushed punch. LP version has the weakest range but it's very safe. Good against landing enemies. Close to enemy is good juggle starter. The problem may be choice of distance. Ex version chooses for us. It's also good way against characters with free fireballs (Chun Li, Guile). Has quite big delay.
- d, g - Super Jump
Similar to Rolento move from Street Fighter Alpha. Although it's much faster. During it you can press gt or gp. You can cancel by:
- LP or LP (crouching)
- MP or MP (crouching)
- HP or HP (crouching)
- LK (crouching)
- MK (crouching)
You can survive Super Jump with Ultra Combo combo. This requires some practice, but it is often very fast and guaranteed.
- qcb+2xP - Ex Thunder Knucke (armor breaking)
Good against enemy who miss his Ultra Combo. Preparing takes a while so using it in combo is very hard.
- qcb+2xK - Ex Burning Kick
Very good in combos. Has a high priority and is good against enemy who I doing anti-air move (attack against flying opponents).
- p, d, dp+2xP - Ex Seismic Hammer
In contrast to the basic version is very fast and can be used in combos. We do not have to choose a suitable distance, because the attack hits wherever opponent is standing.
- qcf, qcf+P - Emergency Combination
- qcf, qcf+3xP - Burst Time (armor breaking)
You can cancel Super Jump. It's good to do it after Focus Attack, to finish the combos or when the enemy is confused. This Super Combo has weird range and not all his pieces reach the target. Do not use them on flying enemies.
- HK (from the air), MP (crouching), cancel MP Thunder Knuckle.
- Seismic Hammer, cancel Super Jump, LK Burning Kick (in the air), MK, HP Thunder Knuckle.
- HK (from the air), HP, cancel Ex Seismic Hammer, cancel Super Jump, Aerial Burning Kick, Ultra Combo.
- HP (crouching), Ex Seismic Hammer, cancel Super Jump, HK Aerial Flame Kick, Ex Thunder Knuckle, Ultra Combo.