In your character analysis you should go over TC, TJ, sidestep whiff punishing, backstep whiff punishing, step-catching, interrupts, fastest moves, longest range moves, block punishment, staple mids, lows, methods of covering options, how their "zoning" works, comment on step speeds for forward, back and side and their implications, maybe cite some frame data and mention how to stay safe, uninterruptable, or apply mixup pressure.
That's how I'd do it anyway. Whenever I think of how to play a character I think of those things. When I am teaching someone I try to limit their personal movelist into basics like one useful mid, low/throw, and step-catcher, then teach them their reverse mixup options (aGI, TC, TJ, 44B, TSS) and go-to interrupts.
@DIME
1. Thanks I'll fix that.
2. There wasn't enough time in the video where I could fit you in without cutting the music, so I squeezed you in at the end and gave you some fire SFX