S1.1 vs. S1.2 - your command grab of choice. Deal good to very big damage. Have armor applications in some way
+ Bigger damage, especially if charged
+ charged stance vaccums opponents while armored, can be delayed to beat backdashes
+ Big range
+ Leads to combos if charged or uncharged with KA
- armor only appears on frame 25f.
+ armor on frame 3, gives it great utility in interrupting frame traps
+ less cooldown
- much less damage, cannot be converted off of whatsoever
- cannoy be charged or delayed
S2.1 vs. S2.2 - your dedicated anti air. Involve some application of armor. Both are some of the best anti airs in the game, period.
+ Much more damage, especially if charged
+ Simillar to S1.1, can be charged and delayed in an armored stance that vacuums opponent. the stance is also visually identical to S1.1's.
+ can be used to extend combos using KA or finish them with a knockdown if you wish, as well as start them
- Armor only on frame 25.
+ armor on frame 3, makes it much more generous to anti air with
+ A slightly better hitbox as an anti air
- cannot be charged
- cannot be used to extend or start combos whatsoever