Part 2: Normals/strings
1: 8 frame combo starter with ok range, neutral on block. Also a great anti air. It's a high and will whiff on a bunch of crouch blocking characters.
11: -2 on block. Second hit is supposed to be a mid but whiffs on a lot of crouch block opponents. Is decent for staggers as long as it doesn't get low profiled.
112: -1 on block. Your go to punisher unless you block a slide or something else that puts them really low to the ground. It has a gap between 11()2 but that can actually be exploited (more on this under Utilizing the gap in 112)
2: 13 frame combo starter with good range. It's +2 on block so in theory it's a good stagger but it's a high that will whiff on a lot of crouch blocking opponents.
2F4: 0 on block with enormous pushback. Also causes a splat knockdown on hit. It can be used in the corner on block to put you outside of a lot of opponents pokes, but inside the range of your F4 and Command Grab. All in all, this string was made obsolete by 22 however.
22: Your highest damaging combo starter. Enormous range. -1 on block so it leaves you in a great range. A great pressure tool (more on this under The 22 string) and combo filler.
3: 9 frame mid starter, -7 on block. Has poor range. Mostly used in juggles and grounded combos for it's extention. Pretty good for punishing low profiling moves.
32: -1 on block, making it a decent stagger. Can be hit confirmed into a full combo. Unlike it's Cybernetic and Cutthroat counterparts, Commando's 32 doesn't launch but leaves you +15 and them standing.
32 2+4: Decent ender that switches sides. The knockdown gives you pretty nice setups (see Oki). Can be MB'd for a 30+% combo. Death on block (-13).
4: A 15 frame high that serves little purpose outside of very niche combos. It's +2 on block though. One of the few normals and strings that 100% connect into EX Knives on block.
B1: 9 frame mid that's your go to combo starter for low profiling moves or moves that are out of range of 112. It's -8 on block but it doesn't matter since it should always be cancelled into a tick throw or done as a string. Also an amazing anti-air. Can get low profiled by some few moves such as Johnny's D4. Also central to Commando's oki game (see Oki).
B13: -2 on block, meaning you can stagger it. Pretty good punish string, albeit less damage than 112.
B13 2+4: Decent ender that switches sides. The knockdown gives you pretty nice setups (see Oki). Can be MB'd for a 30+% combo. Death on block (-12).
B3: Your low starter, that comes out in 14 frames. -3 on block but you'll rarely use it by itself.
B31: +1 on block making it a great stagger. Can be confirmed into EX ball midscreen for a full combo.
B312: -8 on block but has huge pushback so it's usually safe. It's basically a launcher in the corner off a confirmed B31 or EX ball.
F3: 13 frame mid with poor range. -5 on block. Can be used in specific situations.
F33: This adds a low kick on the second hit. It ticks into your command grabs and can lead into som nasty setups in the corner. -8 on block.
F4: An 11 frame lunging mid. Has pretty good range but doesn't low crush consitantly. Is -5 on block but acts a semi stagger since you can special cancel it.
B4: A 16 frame sweep. -6 on block and good range but pretty useless. Will low profile a lot of things.
D1: 9 Frame mid that's -7 on block, +25 on hit. Only realy use is to cancel into command grab (tick), choke/parry (bait counterpoke).
D2: An 8 frame upercut with amazing horizontal hitbox. You have more damaging options but D2 will hit almost anything out of the air.
D3: 7 frame low, -3 on block, +13 on hit. Your go to poke in close quarters, also your safest option. Ticks into your command grabs.
D4: 7 frame low poke, -8 on block, +17 on hit. Great range and your go to poke. On hit you can run in or F4 for pressure. Ticks into your command grabs. Low profiles a lot of attacks including a bunch of projectiles (see Low profiling projectiles)
JI1: 6 frame startup. Probably your best jump in.
JI2: 7 frame startup. Hits a little deeper than JI1 and can be a bit more consistent when crossing up the opponent.
JI3: 10 frame startup. Generally outdone by JI4 but has some uses. Ticks into your command grabs.
JI4: 11 frame startup. The better of your jump in kicks. Has a weird hitbox that will hit behind Kano, making it good for crossups. Ticks into your command grabs.
NJP: 9 frame startup. Decent NJP that can be used on reads. Can be used for throw setups.
NJK: 11 frame startup. Can be used for throw setups.