Suzuran vs SG (SG.P interactions/range)

Its assumed that Suzuran will at-least block one hit before pressing the followup unless stated otherwise.

Move SG.P spam SG.PP (2) SG.P > Roll SG.PP > Roll
Suzuran Wins, takes around 4-6 SG.P "Nothing" No punish/reward, Baiken recovers earlier (the earlier you rolled the earlier you recover, yet, unless has been done when she shut used Suzuran, you will be the one on - frames) Same as with SG.P > Roll, you get even less frames.
Suzuran, 6K+H Wins, takes around 4-6 SG.P Gets thrown Same as above, Baiken should react and not press throw, or get FD. Same as with SG.P Roll
Suzuran > Mawarakomi If Elphelt has momentum, Baiken can go through Elphelt. If it doesn't have momentum, it will loose. If Elphelt has momentum and is spaced, will get a CH with SG.P, but since Baiken has sideswitched can't follow it up. Nothing, or the same as with SG.P spam Baiken and you will generally be slightly more negative (-1 to -3 +/-), not relevant. Same as with SG.P Roll
Suzuran > Kuchi Kuchi will go under Elphelt's animation and hit her. Scoring a juicy CH. Possibility of trading (out of Elphelt's control), both parties will get a hard knockdown, but Elphelt's will be longer. Same as with SG.P spam, but, if Baiken is late, Kuchi will be blocked and Elphelt is allowed a punish Sideswitch, allows for runup SG.Ps or SG.S Same as with SG.P (1) > Roll
Suzuran > Sakura Wins Wins/Blocks allows punish Sideswitch, allows for 66 SG.Ps or SG.S Same as with SG.P (1) > Roll
Suzuran > Rokkon Wins Wins if one of the SG.P hit baiken during Rokkon, if the second SG.P gets blocked, there is a change for Baiken to score a CH. Baiken can still hit Elphelt out of SG.P but don't get the CH. Nothing, sideswitch, situation defused Nothing, sideswitch, situation defused
Suzuran > dl YRC 5K > 2D (25% meter...) Wins/Trades, there is a chance that YRC invulnerable frames go through Elphelt SG.P Blocks 5K or 2D will hit Elphelt rolling, also will autocorrect direction on crossup if 5K is whiffed 5K or 2D will hit Elphelt rolling, also will autocorrect direction on crossup if 5K is whiffed
Suzuran > Metsudo Looses. Depends on timing, should loose, but if baiken is bustantially late might b blocked. Depends on timing, but should crossup and go through the super Should loose, but if Baiken is substantially late might go through the super.

Notes:

SG.S is very risky, no reward and you can implode.

Pulling out shotgun is also very risky for the same reason than above.

Kuuchinashi

Kuchi is funny cause if deep enough on the animation, Baiken hurtboxes will go under Elphelt's SG.P.