Combos
Starter
Most Important







~















- WS
FC 






~















- WS
(run)




~



















~











BT 


~















- low parryFC







~










More Combos
- BT


WS
~



















~
WS
~















- CH(WS

)





~















- CH(

)







~











FC 






~










- heat on

~








~














- heat on




~
FC 









~














Wall Combos
- WS

~
DEW 


FC 

Wall Carry
- After
you can use
for medium distances and 


or WS
for short wall carry.
With Tailspin




WS
~
DEW 




FC 

Heat Burst Ender
- You canheat burstafter



to extend your combo.
Wall / Floor Break
- Use


to break the wall and 

to break the floor.
Key Moves
Quick jab to start offense and check situations. It has a strong extension in 1,1 that can be use for punishment, poking and counterhit confirmed into 1,1,3.
Mid poke to harass the opponent and check situations.
Quick low poke with good range and tracking. Use it to harass opponents.

and 

Can shift to BT by inputting f,f+4~B and d+1,2~B. Use these to start your stance offense.
Long range launcher that leaves her backturned. Really strong option from midrange, but make sure to mix it with 3+4 if you notice opponents stepping.
Safe mid counterhit launcher with a lot of range. Use it as a keepout button or to check pushback situations.


Good button for okizeme, useful as a guaranteed follow-up in some situations or to hit opponents that refuse to get up.- FYR(

and 
)This stance can be used to create strong setplay, especially near the wall. Its options get enhanced when heat is active.
Heat Engagers

Long ranged mid attack. It's unsafe on block, so use it mostly for whiff and block punishment.
A high homing attack with a lot of range. You can use it for approaching and to discourage sidestepping at midrange.



(DEW 
)Situation confirmable mid heat engager. Also useful as a guaranteed follow-up in some situations.- BT

Quick heat engager from backturned. The second hit can be ducked under. Useful as a follow-up in some situations. - FYR
Safe mid heat engager from Feisty Rabbit stance.
Command Grabs

1+2 escape
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | FC | |
| 11 | — | WS |
| 12 | — | |
| 13 | WS | |
| 15 | ||
| 16 | WS | |
| 17 | — |
Suggested Whiff Punishers



(
)

Guaranteed Follow-ups














- (WS
)




- (WS

)




- CH






- CHFC






- CHBT








~
DEW 
(
)― DEW 
- CH

~
DEW 
(
)― DEW 
- CH(
)
~
DEW 
(
)― DEW 
- CH


~
BT 
(
)― BT 

- CH(

)
~
BT 
(
)― BT 






(shallow hit)


WS
- BT

BT 


- CH



- WS
(near wall)


- heat onBT

~



- heat onFYR
WS
Defensive Options

(or 
)Punch parry
Power crush- BT
Power crush
Matchup Punishment
- SlideWS
float - Asuka's b+3...
- Kazuya db+1,2...
- Ling RDS f+3+4,3+4...
- Ling AOP 3+4WS
float - evade Leo's b+1,4...
- Paul's Deathfist

― 

(hard) - 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 4WS
float
Notes
- Piercing Thorn


properties are enhanced. Feisty Rabbit stance moves are enhanced.