Okay, let's Encyclopedia Brown this bitch:
Specials/EX Special values:
qcf A Power Wave. Hits normally, only once, doesn't knock down.
qcf C Power Wave. Hits faster, knocks down. Different pitch voice.
EX qcf AC. Travels slow, hits 3 times, doesn't knock down.
qcb C Burn Knuckle. ends 3/4 off screen.
EX qcb AC Burn Knuckle. Travels all the screen.
qcb B Crack Shot. Short travel, doesn't hit overhead.
qcb BD Crack shot. Short Travel. Hits overheads. Knocks down.
*d up C Rising Tackle. Has autoguard, flyes enemy away while hitting on air.
*d up AC Rising Tackle. Has autoguard. Vacuums enemy for more hits airborne.
dB dB B into qcb hcf A DM can't be linked up.
dB dB B into qcb hcf AC SDM can be linked up. Quicker start up.
SDM Bustah wulf qcf x2 BD has invincibility frames on start up and can bypass fireballs with no problem.
qcf A > qcb hcf A DM. This reminds me a lot or RBFFS Dominated Mind's Final Im[pact where you could do this every time.
qcf C > qcb hcf A DM. Seems the knock down property of C's Power Wave has juggle hitbox since the DM can enter without problems.
qcf AC EX > qcb hcf A DM.
qcb A > *d u C. I dunno you guys but the motion might be a bit troublesome to link up a qcb attack into a quick charge down up.
qcb AC EX > *d u C. I think here it's slightly easier since the travel from the EX Burn Knuckle last longer and gives more time to charge down. However, I doubt EX BN could come up from a close C or any previous combo. The start up looks laggy.
*d u A > qcb B.
I don't understand clearly this part. looks like dC, *d u AC EX > qcb B. Is that correct?
qcf x2 B DM > qcf x2 AC NM. Max Cancel must be done in the last hit of the Bustah Wulf DM.
qcf x2 BD SDM > qcf x2 AC NM. The cancel can come up from the last hits of the explosion of the SDM.