Combos
Starter
Most Important




IAI 



IAI 



~
PRF 
- CH

WS




IAI 



~
PRF 
- CH






IAI 



~
PRF 
IAI 


- CH



~
IAI 



~
PRF 
IAI 



~
PRF 

WS


IAI 



~
PRF 
More Combos





IAI 



IAI 



~
PRF 
- CHIAI(
)


IAI 



~
PRF 
IAI 



WS


IAI 



~
PRF 
- heat on

~





IAI 



~
PRF 
IAI 




Wall Combos


(delay last hit)






~
(IAI okizeme)
Wall Carry
- If necessary you can swap out PRF
for PRF 

With Tailspin




















~
(PRF okizeme)






~
(IAI okizeme)
Heat Burst Ender
- You canheat burstafter


~
to extend your combo.
Wall / Floor Break
- Use



to break the wall and 
or 
for floor break.
Key Moves
Quick jab to start offense and check situations. Victor's b+2 is an alternative to check opponents overextending.
Mid poke to harass the opponent and check situations. It has decent tracking against sidestep right.
― 
Quick low pokes to harass the opponent.
Safe mid counterhit launcher to fish for combos at close range. ws+2 is an alternative from a crouching position.
A risky low that launches on counterhit. You can use it to call out power crushes and high strings, but as a keepout tool as well from midrange.


and 


Mid and low approaching moves. f,f,f+2 can shift to IAI by holding down, while f,f,f+1+2 automatically shifts to it. On counterhit, f,f,f+2 also leads to a combo.


High projectile that can be used to control the mid and far range.- IAI stanceWhen used for okizeme, IAI d+2 is a good option to hit grounded opponents, while IAI d+1 and IAI d+1+2 can be used for simple mixups.
Heat Engagers

A very slow, but safe mid heat engager with a lot of range. can be used for pressure against passive opponents.
Faster alternative to the previous heat engager. Good to fish for heat activation. On block, it's neutral.

Mostly useful for punish situations, as opponents can crouch under the second hit.- IAI

Safe mid heat engager from IAI stance. Can also be used to hit grounded opponents in okizeme situations. - PRF
Safe mid heat engager from PRF stance.
Command Grabs

1+2 escape
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | FC | |
| 11 | — | WS |
| 12 | — | |
| 13 | WS | |
| 14 | — | |
| 15 | WS | |
| 17 | — |
Suggested Whiff Punishers
Guaranteed Follow-ups





- CH




(heat)― 


- (


)

― 


- CHIAI
- - CH

- - CH

- - heat on


~
- - PRF(

)

― 


- CH(

)
- - CH(

)
~
IAI 

Defensive Options

Has punch parry properties
Power crush- heat on

Evasive attack - tap forward during IAI stanceHas low parry properties
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



- Demoman (3rd hit)



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


- Claudio's f+2,2


(longdash) - 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
float
Notes
- Gains access to


2. His

and IAI 
are enhanced. Some of his sword attacks regenerateheat onhit.