Combos
Starter
Most Important

b+3,22,1,uf+1+2 GMH f+1 T!(2),1,uf+1+2 GMH f+1


4 (throw)u+1+2b+3,2,D GMH f+1 T!(2),1,uf+1+2GMH f+1
- WS
u+1+222,1,uf+1+2 GMH f+1 T!(2),1,uf+1+2 GMH f+1
f,f+2b+1b+3,2,D GMH f+1
More Combos
- CH 4b+3,2df+1,12,1,uf+1+2GMH f+1
- sidestep 1b+3,22,1,uf+1+2 GMH f+1 T!(2),1,uf+1+2 GMH f+1


u+1+222,1,uf+1+2 GMH f+1 T!(2),1,uf+1+2 GMH f+1- GHM f
f,f+2b+1b+3,2,D GMH f+1 - (2
1)
ws+2b+3,2f+3,D GMH f+1 T!(2),1,uf+1+2 GMH f+1 - CH df


df+1b+3,2,DGMH f+1 T!2,1,uf+1+2GMH f+1 - heat on b
~
f+4b+3,2b+3,22,1,uf+1+2 GMH f+1 T!(2),1,uf+1+2 GMH f+1
Key Moves
Quick jab to start your offense and check situations. It has an extension in 2 ,1 for poking, an d 2,1 ,2 to call out players that often challenged the first two hits on block.
Fast high attack with counterhit properties. Useful to call out opponents overextending in their pressure.
Mid poke to harass the opponent. Has useful extensions.
1 FC db
Powerful low pokes to harass the opponent . FC db +1 leads to better frame advantage on hit and has follow-ups to discourage punishing or challenging it.


A shoulder attack that leaves you at an advantage on block. Great for approaching and some okizeme situations.
A stance with power crush properties. Can be used against the opponent's approach.
Heat Engagers

Strong mid heat engager that can be used for pressure.
Long range mid heat engager. Very useful as a punish but very unsafe on block.- GMH 4High kick from stance that can be used for pressure.
- GMH 3
An area of effect power crush fro m G MH stance. It becomes safe durin g Gamma Char ge. 
Useful as a follow-up after certain moves or as a punish against moves that recover crouching.
Command Grabs



1 escape


2 escape
2 escape

4 (or df


4)2 escape

1+2 escape

1+2 escape- GMH 1
1+2 escape
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | ― | |
| 11 | WS | |
| 12 | FC df | |
| 13 | ― | |
| 14 | WS | |
| 15 | WS |
Suggested Whiff Punishers






2 (heat)
Guaranteed Follow-ups
- GMC 2 (guard break)

3 ― Heat Smash
- CH f




- CH (2)
heat on uf3 ⏵ GMH f

- sidestep 2heat on uf
3 ⏵ GMH f

- CH db
(dash) db
- CH db
heat on uf3 ⏵ GMH f

- CH f


GHM f




3 ― db

- WS



3 ― db

- (b
4)


3 ― db

- (f
3)


3 ― db

- GHM 1

3 ― db

- CH f



3 ― db

- CH FC (df
4)


3 ― db

- FC 1
FC d
- (f


2)
(crouch cancel) db




4 ― d

4 (heat)
- CH df



4 ― d

4 (heat)





3 ― d

4 (heat)






- CH f

GHM 4 - heat on b

~



- heat on f

GHM f
Defensive Options

Power crush
Power crush
Power crush
Matchup Punishment
- SlideWS
4 float
- Asuka's b+3


- Kazuya db+1,2


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


2 (throw)
- Ling AOP 3+4WS
4 float
- evade Leo's b+1,4...
- Paul's Deathfist


2 ― f


2 (hard)
- Demoman (3rd hit)



- 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...
Notes
- Can perform GMC moves at any time during Heat. Gains access to f

4 and uf
3 .
- 2 ⏵ f,f+1,D ( GMH okizeme)