Combos
Starter
Most Important

df+2,4b,f+2,3~FZEN u+1 T!(2),4~FZEN 1,3- CH f
(dash) b+3~FZEN 1b,f+2,3~FZEN u+1 T!(2),4~FZEN 1,3 - EWHFEWHFb+3~FZEN 1b+3~FZEN 1,3
More Combos


(dash) b+3~FZEN 1b,f+2,3~FZEN u+1 T!(2),4~FZEN 1,3



b,f+2,3~FZEN u+1 T!(2),4~FZEN 1,3- CH (b

2)
~
ZEN 2b,f+2,3~FZEN u+1 T!(2),4~FZEN 1,3 - CH db

3,13,1~FZEN u+1 T! - CH FC df
~
(hold df) BRS 2b+3~FZEN 1b+3~FZEN 1,3 - heat on df
~
EWHFb+3~FZEN 13,1~FZEN 2b+3~FZEN u+1 T!(2),4~FZEN 1,3 - heat on (db

2)
EWHFb+3~FZEN 1b+3~FZEN 1,3 - heat on (db

2)
df+2,4b,f+2,3~FZEN u+1 T!(2),4~FZEN 1,3
Key Moves
Fast attack to start your offense and check situations. It has a few useful extensions that can be used for poking. Another good option i s 2 ,1.
Quick mid attack to check situations. Its extensions can be used to check aggressive opponents.
A high homing attack to check sidestepping opponents. It leads to guaranteed follow-ups on counterhit.
Long range mid attack to keep opponents from approaching and to check certain situations. Leads to a full combo on counterhit and can shift t o ZE N to pressure on hit.
4 and d
Low pokes to harass the opponent . d +4 is fast and high crushes whil e db +4 is slower, but has really good range and gives you plus frames for pressure.



An unsafe mid launcher. It can be used not only for mixup and possibly whiff punishment, for also to hit grounded opponents.- EWHFA 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.
Heat Engagers


Safe mid attack with a lot of range. Useful for approaching from midrange and fishing for heat activation.

A slightly unsafe mid string that launches as a heat dash. Can be used in punish situations.
Safe mid heat engager to fish for activation at close range.
Mostly useful for punish situations. Very unsafe on block.- ZEN 1
Heat engager out o f Z EN stance. Very unsafe on block, so make sure to situation confirm the string.
Command Grabs



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





- EWHF
Guaranteed Follow-ups
- CH 4

2 (heat) ― df



[ 3~3 ]

2 (heat) ― df


- ZEN 4


- (d

4)






2 (parry)




(dash) d2 ― f




- (1
2)
(dash) d2 ― f




- CH ws
(dash) d2 ― f




- CH ZEN 3(dash) d
2 ― f




- heat on 1
~



Defensive Options


3 (or b

4)Parry

Has punch parry effect
Power crush
Matchup Punishment
- Slide...
- Asuka's b+3



- Kazuya db+1,2...
- Ling RDS f+3+4,3+4...
- Ling AOP 3+4...
- evade Leo's b+1,4...
- Paul's Deathfist


2 ― f

- Demoman (3rd hit)...
- Alisa's b+3+4,(3+4)...
- Claudio's f+2,2...
- Kuma's f,f+2...
- Heihachi's f,f+2

4 ― Heat Smash
- Jack's d+1+2...
- Jack's df+1,2,1,2...
- King's JGS 4FC df
4 float
Notes
- Can perform new moves during Power Stance Can perform EWHF without perfect input
- b,f+2,1,df+2 (delay last hit)