Combos
Starter
Most Important


df+[ 3~4 ]3,[ 4~4 ]3,[ 4~3 ] T!db+4df+4,3- LOW PARRYdb+43,1f+3,2,1
More Combos

(dash) db+43,1f+3,2,1- GRF (3)
[ 4~3 ] (hold)df+[ 3~4 ]3,[ 4~4 ]3,[ 4~3 ] T!db+4df+4,3
- CH (4)
(dash) d+3,4,[ 3~4 ]3,[ 4~3 ]db+4df+4,3 - heat on b
~
df+[ 3~4 ]3,[ 4~4 ]3,[ 4~4 ]3,[ 4~3 ] T!db+4df+4,3 - heat on f

~
b+1d+3,4,[ 4~3 ]3,[ 4~4 ]3,[ 4~3 ] T!db+4df+4,3
Key Moves
Fast attack to check situations and start offense. It has several extensions you can use for pressure.
Very long range mid you can use to poke and control the midrange. It also has several extensions you can use to apply pressure.
Similar application as the previously mentioned poke, but slower. Better used at close range.
3 ― d
4 and f

Your low options to harass the opponent. Worth noting that df +3 has a fake out i n df+3 ,3 which can be used for pressure especially in okizeme situations.

A powerful high launcher that can break through parries and power crushes. On block, it allows you to continue pressure.
Safe mid counterhit launcher with a lot of range. Use it along wit h b,f +4 to control the midrange space.
Slow axe kick that can be used to pressure opponents at close range. Very rewarding on counterhit.


Running knee attack you can use to approach the opponent and start your offense.
Heat Engagers

Homing high heat engager to check oppents trying to sidestep your other options.
Mid heat engager with a lot of range. Very linear, so it's best used after conditioning them not to sidestestep wit h b +3.

A safe but duckable hig h df +1 extension. Useful for whiff punishment situations.
Jumping knee attack. It goes over lows and has great range however it's unsafe on block. Useful to extend combos as a heat dash move or punish situations.- WS

Mostly useful in punish situations.
Command Grabs

1+2 escape- RMS 1
3 (or 2
4)unescapable
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | FC d | |
| 11 | ― | WS |
| 12 | ― | |
| 13 | WS | |
| 14 | WS | |
| 15 | WS | |
| 18 | ― |
Suggested Whiff Punishers
Guaranteed Follow-ups
- CH f


1 ⏵ f


- CH f


3 (heat)
- CH d
WS
2 (heat)



4 (easy option)


































- WS





- sidestep 4



- (b

3)




- CH (4)
[ 3~4 ]



- (and similar)



- (3
1)




- CH (3)
GRF f



- CH b
GRF f



- CH (f

2)
GRF f



- CH (df
1)
[ 4~3 ]GRF f




- (and similar)GRF f




- heat on uf
~



- heat on ws

~
GRF f



Defensive Options

Kick parry
Punch parry- GRF 1
Reversal 
Power crush
Power crush
Matchup Punishment
- SlideWS
4 float
- Asuka's b+3

1 ― uf

- Kazuya db+1,2


4 ― uf

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




- Ling AOP 3+4WS
4 float
- evade Leo's b+1,4GRF 1

- Paul's Deathfist

1 ― uf

- Demoman (3rd hit)

1 ― uf

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


- Claudio's f+2,2

4 ― f


- Kuma's f,f+2


4 ― uf

- Heihachi's f,f+2

1 ― uf

- Jack's d+1+2


4 ― uf

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


4 ― uf

- King's JGS 4FC df
2 ― CC d

4 float
Notes
- Can perform Garuda Force moves at any time during Heat.
- d+3,4,[ 3~4 ]