@KeyserSoze
I'll start a breakdown on Relentless as I play him almost all the time
TS: tight squeeze - dbf2
TP: temple punch - bf3
Pros:
1) B122 whiff punisher with range AND a pressure tool, as B12 is -1 on block and with some practice can be hit confirmable for not throwing out the 3rd hit and be -8.
I was doing it the other day with sound only
2) TS and its tick grabs. From a jip (a horrible yes, but still) he does 24 into either TS or TP for a setup. The ticks with the specific grab being TS are unique as its recovery frames give time to even punish all three kinds of jumps (except certain fast neutral jump punches) and some backdashes. Armor is the only solid solution, so you can play accordingly by cancelling into TP which can't be ducked or interrupted at this point.
24 is also a launcher so on hit you don't need to cancel at all. Jip + 24 are 3 hits so hit confirming isn't a problem.
3) D1 & D4, raw or with TS
D1 is 8f -2 on block t-rex poke which tick grabs with both throw specials. Being a down poke though, cancel advantage is not enough for a true tick grab with TS.
So, D1 on block --> opp starts string --> d1~dbf1 next time --> opp ducks or waits --> d1~TS --> opp interrupts with down poke --> d1, walk back a little (some chars will whiff, Jason's turn again)
D4 is 16 f, but the range and the true tick grab make up for it. The best solution for ppl who low profile a lot, this move should always be canceled into TS, as even on hit you are a few frames + and in your opp's face. It can be used for counter poking and tight spacing or a followup from a D1 on hit.
4) 111 is a common string, but Slasher has 122 anyway, so Relentless ends up using it more.
111 is a move with many uses, so I'll just mention its properties.
1 is 9f, 10f recovery = you can whiff it almost free, also +2 on block in any case it's blocked cause it's a high.
11 advances a bit, is mid and safe
111 advances further, solid mid = can't be low profiled (8 active frames also). On block, TP after is a jail, on hit DF1 is a combo which leads to 20% without any bonus dmg
5) The passive dmg increase in a 3rd round makes up for non armor launchers as any ex becomes 25% and the once mediocre meterless combos are around 30%
6) A combination of
pursuit
lake mist/ex lake mist
exTP
create a decent anti zoning game (not for kenshi and kano though)
Cons:
1) B122 hitbox inconsistencies. So far the only thing I can afford to do is to check all characters' crouch block to see which parts of the string whiff.
2) reversal & wake up hitbox inconsistencies. Two high specials, two mids, with choke being low profiled a lot and TS losing to either low profiles or just throw immune moves. Sometimes the best ex is lake mist.
3) no true anti air apart from B2 in specific cases (exTP for anti cross up)
I think I covered a lot
Slasher coming up next, except if you want to write about him
Edit: I would like feedback from others also. We're comparing Relentless to Slasher