Combos
Starter
Most Important
- EWGF(




)EWGF




~
FUJ






- wall carry routeEWGF

~
(
)



~
FUJ









(dash)EWGF




~
FUJ






- low parry

(perfect)










More Combos
(hold)
(perfect)










- Warrior


b:2(perfect)









OTGF - RAI
(dash)EWGF




~
FUJ






- (




)







~
FUJ






- CH

















~
FUJ






Wall Combos
Wall Carry
- b:2(perfect)for short distance


and 




for long
With Tornado
Heat Burst Ender
- after
b:2(perfect)(dash)heat burstender
Wall / Floor Break
- end with



to break walls and 
to break floor
Key Moves
Fast attack to start offense and check situations. Both 1,1 and 1,b+2 are great extensions for poking.
Mid attack to check situations. df+1,1 can be used to check sidestepping opponents while df+1:2 can be charged and is useful for pressure.
Useful button to pressure opponents at the wall. It allows you some follow-ups on counterhit and when it hits crouching opponents. You can shift to FUJ stance by pressing down.
Your main tool to fish for counterhits. Careful not to whiff.

A risky launcher that is useful to hit grounded opponents.
~
Long range mid that can shift to FUJ stance. It doesn't give you advantage on block, so it's a good idea to cancel the stance by pressing DF~B if you don't wanna gamble with a stance option.
― 
Low options to chip at the opponent's health.



Heihachi's hellsweep has many different follow-ups The single hit is a good button to pressure opponents and leads to a combo on counterhit.- EWGFA high launching attack with many applications in the neutral It's important for punishment, but can be used for approach and as a keepout button. Don't neglect it.
Heat Engagers



Useful for block and whiff punishment. Can also be used in combos.

Safe mid attack for approach, also useful as a punish in specific cases.

Good whiff punisher, especially when Heat is active.
Has sabaki properties, great defensive tool.- FUJ

Heat Engager from stance. Mostly useful as a guaranteed follow-up after f+3~D on hit.
Command Grabs

1+2 escape- RAI
(or
)unescapable - FUJ
(or
)unescapable
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | FC | |
| 11 | WS | |
| 12 | — | |
| 13 | WS | |
| 14 | — | |
| 15 | EWGF | FC |
Suggested Whiff Punishers






(
)- EWGF
Defensive Options

Power crush- heat on

Power crush 
Has punch parry properties
Mid and High attack reversal- FOLLOW-UPS

~
FUJ.1,1
CHWS
df+4,2 (wallsplat) ― b+1,4 Warrior df+2,1- WS

(hold)CH(
)
CHSS
- qcf+2
- OTGF

~
(hold)



~
CH(
)
CHSS
RAI.1




FC 
(clean)CH(
)
CH
or 
(hold)- f,f+2 ― OTGF
- RAI
(guard break)1,1,2 (wallsplat) ― 1,2,2~D - heat on



~
heat on

~
qcf+2 ― OTGF - heat onFUJ

~
d+4 ― OTGF - Warrior
f,f+2 - CH

f,f+2 ― (dash) OTGF heat on d+3,2 - CH

~
FUJ.4 ― (df) crouch dash 1 
― 
~
(on crouching opp)df+4,2 (wallsplat) ― df+3,1+2,1 FUJ 2
Matchup Punishment
- SlideWS
float - Asuka's b+3



― 


- Kazuya db+1,2



― 


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







- Ling's AOP 3+4WS
float - Ling's ub+3



- evade Leo's b+1,4SSLbefore 2nd hit
- Paul's Deathfist



― 


- Demoman (3rd hit)




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

1:2
- Alisa's b+4,4



- Eddy's f,f+4



- Claudio's f+2,2


(longdash) - 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


