Combos
Starter
Most Important

f+1+4df+4,3b+1,2 T!(3+4),3f,f,f+2+4- easier alternativef+1+4df+4,3b+1,2 T!f,f,f+2+4
- CH df

df+4,3b+1,2 T!(3+4),3f+2+3 - JGS 1 (powered)f,f,f+2+4
More Combos
- FC df
f,f,f+2+4 - JAG 1(sidestep right) f+3df+4,3b+1,2 T!(3+4),3f,f,f+2+4

df+4,3f,f+3b+1,2 T!(3+4),3f,f,f+2+4- CH f



f+1+2df+4,3b+1,2 T!(3+4),3f,f,f+2+4 - heat on f

~
b+2,42f+1+2df+4,3b+1,2 T!(3+4),3f,f,f+2+4
Key Moves
Fast attack to start offense and check situations.
A mid poke to harass the opponent. It has a delayable (yet slightly unsafe) follow-up in df+2,1


High crushing low attack that gives you great frame avantage on hit to pressure the opponent.

Long range homing attack with counterhit properties. Use this to stop opponents from sidestepping away your other approach tools in the midrange.

A very fast mid counterhit confirmable launcher. Great to check opponents overextending ot attempting to sidestep away from your pressure.
An armored stance you can use to deter approaching tools. Depending on what you absorb, it can allow you some guaranteed follow-ups.- ThrowsAs a grappler, incorporating his grabs is very important start with simple ones such a s f,f,f+2 +4 an d f,hcf +1 and then learn his chain throws and possible routes.
Heat Engagers


Useful as a long range whiff and block punisher Can be used as a guaranteed follow-up after a counterhit f,f,n,1 +2 to activate heat.
A safe mid heat engager that can be useful as an approach tool in the midrange- JGS 1
3 (or JGS 2
4)An inescapable high throw out of his Jaguar Sprint stance.
- (db

2)
Safe mid heat engager that can be used as a follow-up after absorbing an attack with King's Muscle Armor. 
Useful as a follow-up afte r f,f+2 on h it or even as a punish against moves that recover crouching.
Command Grabs






1 escape





2 escape


1+2 escape


1+2 escape
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | FC d | |
| 11 | ― | WS |
| 12 | ― | |
| 14 | WS | |
| 15 | ||
| 18 | ― | WS |
Suggested Whiff Punishers







1 (heat)
Guaranteed Follow-ups
- CH (1
2)



- CH f





1 (heat)
- (3
4)
4 (spin twice)


1 (heat)
- (guard break)


1 (heat)





3 ― d

- JAG 2


4 (heat)
- JGS 2 (powered)


4 (heat)




- CH f




3 or db

4 (attempt)
- CH db



3 or db

4 (attempt)
- CH (df

3)




3 or db

4 (attempt)
- CH (df

3)
(dash) d



- CH 4


- CH db



3 or db

4 (attempt)










4 (okizeme)
Defensive Options

Punch parry (right punches only)
Kick parry
Power crush
Power crush
Matchup Punishment
- SlideWS
4 float
- Asuka's b+3...
- Kazuya db+1,2...
- Ling RDS f+3+4,3+4...
- Ling AOP 3+4WS
4 float
- evade Leo's b+1,4ssl before 2nd hit
- Paul's Deathfist

3 ― 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


- Jack's d+1+2...
- Jack's df+1,2,1,2...
- King's JGS 4FC d



Notes
- Powers up his Jaguar Sprint stance Certain throws partially restore Heat meter
- df+4,3,d+4