Combos
Starter
More Combos






RDS 



AOP 

(dash)





RDS 

(dash)
AOP 

(dash)


- CH







RDS 

(
)HYP
(dash)


- HYP
WS
~
(hold)

RDS 

(
)HYP
(dash)



AOP 






RDS 

(
)HYP 


HYP 
- RDS


RDS 

RDS 

(dash)

AOP 

(dash)


- CH

RDS 



RDS 

(
)HYP
(dash)


- CH


HYP 
- heat on

~






RDS 

(
)HYP
(dash)


- heat onCH(


)
RDS 



RDS 

(
)HYP
(dash)


Wall Combos






~
HYP 
- heat on



RDS 


Wall Carry
- You can use


to carry from mid distances or 
for short ones.
With Tailspin










~
HYP 

heat on


RDS 


Heat Burst Ender
- After
follow with(
)HYP
then(run)
and follow with aheat burstto extend your combo.
Wall / Floor Break
- Use
for floor breaks and 
to break walls.
Key Moves
Quick jab to check situations and start your offense. 1,d+2 is an excellent extension for poking and to transition to RDS to create situations.
A high crushing mid poke to harass the opponent. It shifts to RDS or HYP by holding back. You can also hold forward to cancel stance transitions.- SS
Counterhitting launching low with good range. Use it at the midrange to stuff their keepout or approach. 
Quick low poke that shifts to RDS.
Homing high attack to catch opponents sidestepping your approach and some of your okizeme situations. It gives guaranteed follow-ups on hit.

High attack to initiate your HYP stance offense. Launches on counterhit.
A short ranged homing mid that shifts to RDS. It has a low extension that can be used to discourage opponents from retaliating on block.


Ling's approach tool that shifts to AOP. It launches on normal hit and leave you at an advantage when blocked.- AOPA highly evasive stance you can create setups around. Use the pushback of certain moves such as db+1 or 1,2,1 to go into AOP and create whiffs. Learn other creatives ways to use and limit your opponents effective movelist against you.
Heat Engagers

A safe mid heat engager that creates space on block. Can be used to fish for a heat activation and also to setup space traps.

Mostly useful in block or whiff punish situations.- HYP
Safe mid option during HYP stance. - AOP

Useful for whiff punishing after evading attacks using your AOP stance. - RDS

Heat engage from her backturned stance. It's safe on block but the second hit is a high.
Command Grabs

2 escape
1+2 escape
1+2 escape
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 8 | — | |
| 10 | FC | |
| 11 | — | WS |
| 12 | WS | |
| 13 | — | |
| 14 | WS | |
| 15 | — | |
| 16 | ||
| 20 | ||
| 22 | — | WS |
Suggested Whiff Punishers






(
)
Guaranteed Follow-ups



― 

(
)

~
AOP 
(
)- RDS

(clean)

- CH

RDS 


- CH

―(dash)

- AOP


- - RDS
RDS 

- CH

- - CH




(
)― 

(
) - CH

- - CHRDS

- - heat on


~


- heat onAOP

~
-
Defensive Options

(or 
)Parry
Has punch parry properties- RDS

Has punch parry properties 
Fast mid panic move
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...
- 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 4...
Notes
- HYP stance moves are enhanced. Gains access to



and 


