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Most Important
- Dark Upper(f,n,d,df+2)




~
BST 







~
BAD 









~
BST 





- low parry







~
BST 


~
BST 



More Combos
- BT
(dash)









~
BAD 







~
BST 







~
BAD 






~
BST 







~
BAD 
- heat on


~







~
BST 


~
BST 









Counter Hit
- CH


(dash)









~
BAD 
- CHWS
(on hit 2)

~
BST 







~
BAD 
- CH












~
BAD 
- CH

NEW

~
BST 







~
BAD 
- CH









~
BST 


~
BST 



- CH(b+1+3)
(on hit 2)

~
BST 







~
BAD 
Wall Combos






(delay last hit)
(or 2+4)



Wall Carry
- After
use 

for mid distance and 
for close one.
With Tailspin












(or 2+4)







Heat Burst Ender
- After


~
you can cancel the stance intoheat burstto extend the combo.
Wall / Floor Break
- air



can be used to break floors and 
to break walls.