A few interesting things about
: none of the variations have any kind of invincibility, like how each one had a different kind in SF4, none of the safe on block either.
: completely invincible, this monster beats any and every srk clean, CC on recovery. Not really safe on block, but it pushes far enough away that only a long reaching normal hits
: medium and heavy not invincible on startup, light seems to be throw invincible on startup (crazy) and standing attacks that hit high will whiff.
: all of these, no matter how high you hit, are neutral on block
: unsafe on block. After this hits, it doesn't matter if you hold up, up forwards or up back, you'll
always move forward.
Target combo, interesting thing about the target combo, you can link into it from lp, making it a frametrap on block. will also move forward on jump.
Seems like quite a bit of thought has already gone into the moveset.