Rera on wolf: Forward dash can be quick canceled by pressing up for one frame. If it is 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. The second frame, however, can be interrupted by an action. Simultaneous up+attack results in either a dashing attack or a jump attack. But pressing up, then 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. If the wolf crosses through the opponent, up can be pressed to turn 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. 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