Combos
Starter
Most Important

2,2HCS 2,1u+2HCS 2,2 T!( PTS 3)CJM uf+3db+2PTS 2- CH d


uf+3u+2HCS 2,1b+4HCS 2,2 T!( PTS 3)CJM uf+3db+2PTS 2 



u+2HCS 2,1u+2HCS 2,1f,f,f+3,2
More Combos

u+2HCS 2,1db+2PTS 2- CH uf
HCS 2,1u+2HCS 2,1f,f,f+3,2 - CH (1
2)
uf+2HCS 2,1u+2HCS 2,2 T!( PTS 3)CJM uf+3db+2PTS 2 - ROLL 42,2HCS 2,1u+2HCS 2,2 T!( PTS 3)CJM uf+3db+2PTS 2


ws+3CJM d+3,3u+2HCS 2,2 T!(PTS 3)CJM uf+3db+2PTS 2


CJM d+3,3u+2HCS 2,2 T!(PTS 3)CJM uf+3db+2PTS 2- CH f

CJM uf+4 T!uf+2HCS 2,1f,f,f+3,2 - heat on 3
~
db+2PTS 4ws+3CJM d+3,3b+4HCS 2,2 T! CJM uf+3db+2PTS 2 NEW!
Key Moves
Single jab to check situations. It has useful extensions.

Mid poke with many follow-ups. Can shift t o H CS by holding forward, and shift t o CJ M by performin g df+1,2,3~B
Useful low poke that shifts t o H CS for stance mixups.

1 (d

~B)A quick low poke that can shift t o C JM if you hold back . Really cheesy way to force stance mixups. Be sure to use the sidestep cancel and the second hit to make it hard for opponents to read you.

High homing attack that can be used to approach from the midrange. It gives you frame advantage on block.- sidestep 3A mid kick that gives you frame advantage on block. Great option for pressuring the opponent at the wall.



Quick high elbow that is plus on block. Use this to fish for counterhits at the midrange.
Mid homing attack that is plus on block. Very spammable at close range.- FC df
Unseeable low launcher from crouch. Mix this wit h ws+ 2 an d FC df +1 heat engager. You can try to apply this mixup after knocking the opponent down or after a sucessful heat engager by pressing down.
Heat Engagers



Moderately safe. Useful to fish for heat activation.
Mostly useful in punishment situations and as a guaranteed follow-up after certain moves.- FC df
Heat engager option for your full crouch mixup game. Slightly unsafe on block. - CJM 2
Heat engager fro m C JM stance. - HCS 1A heat engager from stance that works as a follow-up after certain moves.
Command Grabs

1+2 escape
1+2 escape- HCS 1
3 (or 2
4)1+2 escape
- on hit, it leads to a 1 or 2 escape mixup
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | FC d | |
| 11 | ― | WS |
| 13 | WS | |
| 14 | WS | |
| 15 | ― | |
| 16 | WS | |
| 18 |
Suggested Whiff Punishers
Guaranteed Follow-ups
- CH (df

2)


2 ― 3
4 (heat)





- CH f



- CH CJM 1



- CH sidestep 3


- CH (b

2)






2 ― (dash) d

- CH df


2 ― (dash) d

- CH 1



3 ― 3
4 (heat)
- CH d

2 (near wall)


3 ― 3
4 (heat)
- CH CJM 1


3 ― 3
4 (heat)
- CH 2~
HCS 1 - CH db
HCS 1 - CH ws
CJM 32 ― CJM 2
1 (heat)
- CH HCS 3~
CJM 32 ― CJM 2
1 (heat)
- ROLL 3WS

- CH (d
4)



1 ― 2

- CH db
PTS 2 (or PTS 1 for debuff) - heat on HCS 1~



4 ― f


Defensive Options


3 (or b

4)Reversal

Power crush- during CJMHas low parry properties Can reverse grab attempts
Matchup Punishment
- SlideWS
1 float
- Asuka's b+3


2 ― d




- Kazuya db+1,2


2 ― d




- Ling RDS f+3+4,3+4



4 ― 3

- Ling AOP 3+4WS
1 float
- evade Leo's b+1,4sidestep left 2nd hit
- Paul's Deathfist


2 ― d




- Demoman (3rd hit)


2 ― d




- Alisa's b+3+4,(3+4)

2 before 2nd hit
- Claudio's f+2,2



2 (long dash)
- Kuma's f,f+2...
- Heihachi's f,f+2





- Jack's d+1+2...
- Jack's df+1,2,1,2


- King's JGS 4

2 ― FC d


Notes
- Moves using Lovely Tom are enhanced. Gains access to uf

1 and uf

2 and FC df


- FRAGILE DEBUFF MECHANIC
- Applies a debuffing effect to the opponent making any follow-up attacks deal chip damage Opponent must connect an attack to remove it.
- df+3,1,2 (or df+3,1,1 for debuff)
- f+3 ⏵ HCS 2,1,2