Combos
Starter
Most Important

3,DF SNK 2df+4,1,DF SNK df+1,2 T!db+2,DF SNK 3- intermediate route3,DF SNK 2df+4,1,DF (db cancel) ws+3,3 T!FC df+2f,f+3

db+2,DF SNK 2df+4,1,DF SNK df+1,2 T!db+2,DF SNK 3- CH b
d+3,DF SNK 2df+4,1,DF SNK df+1,2 T!db+2,DF SNK 3 - LOW PARRY3,DF SNK 2df+4,1,DF SNK 3
More Combos
- CH 4
d+2df+4,1,DF SNK df+1,2 T!db+2,DF SNK 3 - CH (4)
3,DFdf+4,1,DF SNK df+1,2 T!db+2,DF SNK 3 - CH f
d+3,DFdf+4,1,DF SNK df+1,2 T!db+2,DF SNK 3 
db+2,DFdf+4,1,DF SNK df+1,2 T!db+2,DF SNK 3

3 (or SNK 3)3,DF SNK 2df+4,1,DF SNK 3
- CH (f
2)
d+3,DF SNK 2df+4,1,DF SNK df+1,2 T!db+2,DF SNK 3 - CH (f
2)

db+2,DFdf+4,1,DF SNK df+1,2 T!db+2,DF SNK 3 - CH (f

4)
d+2df+4,1,DF SNK df+1,2 T!db+2,DF SNK 3 - heat on b
~
... - heat on uf
~
... - heat on SNK 1
~
... - heat on du
3,DF SNK 2df+4,1,DF SNK 3
Key Moves
Quick jab to start offense and check situations . _1,2, 2 can be used to catch aggressive opponents.
Mid poke to harass the opponent.
Low poke with a lot of range that can shift to SNK stanc e _by pressin g d+3, DF. Useful to create stance mixup after it.
4 ― sidestep 2Low pokes to harass the opponent. They don't create a s _much pressure as d+3 does, but are safer on block.

Safe launching uppercut useful for keepout and punishment . _This move can't launch crouching opponents however.
Hig h homing atta ck that knocks down for a follow-up.
A mid attack to hit grounded opponents. Unsafe on block.


Good button for approaching and create pressure on block.- heat on du
This move doesn't require you to be in a crouching stat e _just to hold down for a brief moment . _Becomes a guard break move during heat, giving you a _guarantee d f+2 ,3 for massive frame advantage, o r f,b + 2 _to remove recoverable health. - FC df


Slide attack that knocks down for a guaranteed follow-up . _Mix this low with other full crouch options when up-close.
Heat Engagers

Safe mid heat engager with really good range.
Low crushing heat engager that gives you a small advantag e on block. The attack can be cancelled by holding down . •This is useful for closing the gap in some oki situations.

Mostly useful in punishment situations . You can shift to SNK by inputtin g db+2, DF.- SNK df

Can be used as a follow-up afte r CH f+3, DF but also to track sidestepping opponents durin g S NK mixups - SNK 1
Mid heat engager from stance that gives you advantag e on block. Great option for mixups during stance.
Command Grabs

1+2 escape
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | FC d | |
| 11 | ― | WS |
| 12 | ― | |
| 13 | WS | |
| 14 | ― | |
| 15 | ||
| 16 | WS |
Suggested Whiff Punishers
Guaranteed Follow-ups
- CH f

SNK df

- CH sidestep 1
(dash) b




- du



- (4)



- CH ws




- CH SNK 1



- CH SNK 1


1 (heat)
- CH b




- CH SNK 4


1 (heat)
- CH (f

4)



1 (heat)
- heat on db

~


- heat on




- SNK df

~




- heat on f

SNK 2
Defensive Options


3 (or b

4)Punch parry
Matchup Punishment
- SlideWS
1 float
- Asuka's b+3

4 (except max range)
- Kazuya db+1,2...
- Ling RDS f+3+4,3+4


4 ― uf

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

4 ― b

- Demoman (3rd hit)


- Alisa's b+3+4,(3+4)

2 before 2nd hit
- Alisa's b+4,4,(3)



- Claudio's f+2,2


- Kuma's f,f+2


4 (except max range)
- Heihachi's f,f+2


- Jack's d+1+2


4 (except max range)
- Jack's df+1,2,1,2


- King's JGS 4FC df

1 float
Notes
- Al-Ghul du
2 gains guard break properties. Regains heat meter after hitting the opponent with Hornet / Flash Hornet.
- 4,1 ⏵ d+3