Rera on wolf: In front: Forward dash can be quick canceled by pressing up for one frame. If it's tapped for only 1F she will instantly stop and return to neutral standing. If it's held for more than one frame she will jump. This may be done as soon as the dash begins, if done immediately then the dash will animate for at least two frames. Though the second frame can be interrupted by an action. Simultaneous up+attack during a dash results in either a dashing attack or a jump attack. But pressing up and then pressing attack one frame later results in a neutral standing attack regardless if you continue to hold up or not. Therefor, an option select may be done with up+back~attack. Holding back during a dash will cause Rera to go into a dash cooldown pose. During this pose you can block, but can't perform any other action. Behind: However, if the wolf crosses through the opponent pressing up turns Rera around. You can hold up for 14 frames during this 'turn around state' before Rera will jump. The turn around state is cancelable by any action other than normal movements (so no walking or jumping). But blocking, dashing, backdashing, and attacking are possible. Attacks will be neutral standing/crouching attacks. If Rera's special moves cross through/pass the opponent she will enter the turn around state. Other: Rera's BC is special cancelable on the ground or in the air at any time, and is dash cancelable on landing. Two HS attacks in a row with knock the opponent down (for example j.HS into standing HS, or HS dash cancel quick cancel HS) if it combos. Though, MS and LS won't knock down. This gives Rera the potential infinite of MS dash cancel quick cancel MS xN, though doing this with HS is not possible due to the knockdown rule. Wolf Frames: startup/hit/block LS 10/-3/-15 MS 10/-3/-15 HS 17/+2/-30 BC 21/D/-4 c.LS 10/-3/-15 c.MS 10/-3/-15 c.HS 13/D/-26 d.LS 7/D/-21 d.MS 7/D/-21 d.HS 7/D/-21 uncanceled~canceled landing recovery j.LS 5/+4~+14/-2~+10 j.MS 5/+4~+14/-2~+10 j.HS 15/+31~+37/-2~+5 Dash Canceling: hit/block LS +13/+2 MS +13/+2 HS +30/-1 c.LS +15/+2 c.MS +15/+2 c.HS D/-6 Quick synopsis: Her attacks are safe on hit, but highly punishable on block. It's best to dash or backdash cancel them on block. On block, if you backdash cancel you're mostly safe. If you forward dash cancel you can immediately hold back to block during the dash cooldown which can allow you to avoid an opponent's counter-mashing. Rera is also very low to the ground during forward dash so it may also be possible to go under some attacks. To avoid being thrown after dash canceling on block you can: dash attack (risky), jump, or quick cancel outside of throw range. Attempting to dash through the opponent to get behind them on a blocked hit is highly risky regardless, due to counter mashing and/or throws. It's best to stay in front of them on block.