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Most Important










(3+4)




- easier alternative













- JGS
(powered)



More Combos
- FC






- JAG
(sidestep right)







(3+4)















(3+4)




- heat on


~












(3+4)




Counter Hit
- CH









(3+4)


- CH













(3+4)




Wall Combos


(hold last input)




Wall Carry


can give a very high and far
For longer distances 



can be used
With Tailspin






(hold last input)













Heat Burst Ender
- After(3+4)
you canheat burstinto aheat dashmove for a guaranteed 


follow-up
Wall / Floor Break

can be used to break walls and 


for