Strings:
df1- low poke that reaches farther than dash distance, -23 and 10f. Non cancelable.
b112- little more range, little more negative, cancelable
b21- reaches over midscreen distance, cancelable, do not use 2+4 ender as it has a huge frame gap
212- more range but -34 on block, no real use imo
Specials- Whip flurry- -11, 20f startup. EX is a combo starter, but regular is a good combo ender. EX has armor.
Whip trip- -20 with more range, EX is a low combo starter.
Warning: The above two specials can be punished by slide moves
Whip strike: Anti air, EX version changes it from -3 to -1(no idea why this would help but w/e).
Mixups- This is where this character gets ridiculous. If you do an EX kunai you can make it almost impossible to block(no idea how the CPU does it) by timing it so that your b2 hits as soon as your EX kunai releases(this means they would have to block low and OH at the same time, or at the very least low, OH, low). It also doesnt matter which one hits because if one or both of them do you can go into a combo(only around 20-25% though).
The great thing about most of his long range strings is even though they are negative, you can just cancel into kunai to make them plus. If the other character doesnt have any fast and long range moves then you can do this over and over(does almost 4% chip).
His specials also have some nice range, so you can EX them and if the hit you will get a combo, if not then the first hit will be blocked and that is it(although they can be blocked and punished by characters with fast forward advancing specials).
Combos:
He has no launchers without meter so the best you can get is a string canceled into whip flurry for meterless damage(17%)
b21 EX whip flurry njp 4 whip flurry- 28%
Thats the highest midscreen I could get.
I wouldnt worry about his damage in this one though, because the range and mixups all but make up for it.