Here's the rest of the crouching normals, excluding grab, because it's just grab tbh.
Claymore Punch:
A lunging punch, with shockingly good range, hits low. Fast enough to not often get caught in the middle of its animation, but obviously pretty parryable. An all rounder move. Should feel pretty meaty to hit. But its greatest strength is that it can be normal and special canceled on hit. It can chain with itself a couple times and then into more stuff. Or you can spread out your use of this move and use it more as a bridge to chain otherwise unchainable moves. (Based heavily off of Guile’s Crouching Medium Punch.)
Shin Beater:
A point blank range, incredibly fast little kick that hits low. Faster than vanilla jabs. But only active for a couple frames. It also has poor combo scaling. A last resort point blank mixup, when all else fails it, or simply the threat of it might just save your life.
Subsonic Sweep:
A sweeping double kick with quick startup but long duration that makes it horribly unsafe on whiff. The first hit doesn’t knock down but does combo into the second hit which does knock down. If the first hit connects, you can cancel out of it into other moves. But if it’s blocked or whiffs, unless free canceled, you have to sit through the long animation.
I have the solution to the grenade timer being potentially too long to be usable all thought up. Just gonna go add it, stay tuned for that lol.