df2 - M = 15/-14
- Quick launcher with good range. It can also go into INTD, making it launch punishable(?) if you react in time, but 12f punish is the safe option.
db2 - L = 24/-15
- Automatically goes into INTD leaving opponent unable to do anything until the last second, think of it like Gigas' Rage Drive. If blocked launch punish.
3+4 - INTD (INTIMIDATION STANCE)
- Decent stance with ok mixup potential. Almost every move from INTD is safe except 1,2 and df2 with only INTD df2 being negative enough to launch punish, although the pushback typically keeps that from happening (think Death Fist).
- The lack of a low from INTD makes it not as threatening.
- Down jab beats every option from INTD except for INTD 1,2.
- You can't jump from INTD, dash, run, step or duck, but you get access to quite a few safe mids, an unbreakable throw, a fast(15f) unblockable high and an auto low parry when standing completely still/neutral.
df4,2(hold) - M,H = 14/+5
- Best overall move (startup/on block) that goes into INTD. Mixup with df4,3 if opponent recognizes the string and ducks the high.
df4,3 - M,M = 14/-9 (can counter hit)
- Great to use as a mixup in conjunction with df4,2. Df4,2 is a mid and high, df4,3 is mid and mid. Use especially if opponent recognizes the high extension with df4,2. Df4,3 knockbacks on counter hit, but most importantly it's safe.
uf4 - M = 17/-7 (can counter hit)
- Really good mid, great for neutral, juggle filler, counter hit fishing and it's safe. It has the same startup as Armor King's df3, but feels much faster.
b4 - M = 20/-9 (can counter hit)
- Great oki pressure tool, especially when opponent's back is against the wall. Has counter hit properties that goes well with b3, db2, b1+2 and 2,1,4 and 1,2,4 strings against the wall. It also stuffs mid get up kick, initiating counter hit.
b1+2 - M = 22/+4 (can counter hit)
- Treat this move like Bryan's b1. Good tool to use from character range, but not in the pocket due to its slow startup. It's great for pressure when your opponent's back is against the wall and also as an oki tool since it hits grounded opponents. After a knockdown, pressure them and wait until they tech roll before using it. Take advantage of the frame advantage and counter hit potential.
2+3 - M = 14/-7 (can counter hit)
- Safe move that's good to use in the pocket, it slightly pushes your opponent back. Use this move to fish for counter hits. Counter hit auto-activates INTD stance where Negan walks forward, just like db2's auto INTD activation, except you can get a gauranteed 1,2 or 1+2 if button is input when Negan laughs (timing isn't strict), or you can choose to do any other option from INTD, although only 1,2 and 1+2 are guaranteed from counter hit 2+3.
b3 - L = 23/-12 (can counter hit)
- Sleeper move, it's only really useful in the pocket, especially when opponent's back is against the wall. Instead of abusing db2, when opponent's back is against the wall, mixup with this move. You can get a guaranteed 10-11f on counter hit - 1,2,4 or 1,4 or 1,2.