Combos
Starter
Most Important


df+1f,f+2,3db+1,4 T!f,f+4(long dash) f,f+2,1
f,f+2,3db+1,4 T!f,f+4(long dash) f,f+2,1- CH uf
db+4,32,1,2 T!f,f+4(long dash) f,f+2,1 


2,1,2 T!f,f+4(long dash) f,f+2,1- CH f



2 (or NG f



2)f,f+2,31,2,3f,f+2,1
More Combos


f,f+4f,f+2,3db+1,4 T!f,f+4(long dash) f,f+2,1
f,f+2,3db+1,4 T!f,f+4(long dash) f,f+2,1
f,f+2,31,2,3f,f+2,1

3 (after parry)db+4,32,1,2 T!f,f+4(long dash) f,f+2,1
- heat on d
~
b+2,4,3f,f+2,3db+1,4 T!NG u+1+2f+3+4 - NG f

f,f+2,31,2,3f,f+2,1
Wall Combos
- 1+4,2,4
- b+2,1,4 (delay last hit)
Wall Carry
- For a lot of wall carry without Heat Burst, you can sidestep left after the tornado and use b+2,4,3. Use 2,3 for mid distance and df+3 for short carry.
With Tornado
- db+2 T!1+4,2,4
- db+2 T!41+4,2,4
- db+2 T!b+2,1,4 (delays last hit)
Heat Burst Ender
- After most combos T!f,f+4dashHeat Burstender
Wall / Floor Break
- End with f+1+2 for wall break and 2,1,d+1+2 to break floor.
Key Moves
Single jab to check situations. It has useful extensions.
Strong homing attack to check sidestepping opponents.
Mid option to check situations and poke. The extensions are risky, but useful against players that challenge it.
Good button to stop opponents from approaching. Commit to just b+3 and try to hit confirm into b+3,4,3.
A jumping counterhit launcher that can be used for approaching at midrange.
3 and FC df
Both lows create a bit of spacing on hit, which can be used to bait the opponent into whiffing or falling for her keepout buttons. Don't look at them as mixup tools but as a way to annoy defensive opponents.
A fast low/high counterhit launcher that jumps quite fast over low attacks. Useful against opponents overextending in their pressure.
A mid attack that changes properties the longer you hold the input for. Becomes an unblockable when fully charged. Very useful in some okizeme setups.
Heat Engagers

Safe mid attack to fish for a Heat activation.


Long range heat engager.

Useful in punish situations. The first hit high crushes.- sidestep 2Very evasive option out of sidestep.


3 ⏵ 2Safe mid follow-up from Destabilizer.
Command Grabs

2 escape
1+2 escape- FC db
1+2 escape 

3 (or f

4)unbreakable
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | FC d | |
| ― | ||
| 11 | ― | WS |
| 12 | ― | |
| 13 | WS | |
| ― | ||
| 14 | WS | |
| ― | ||
| 15 | ― | |
| 16 | ― | |
| 17 | ― | |
| 18 | ― | WS |
Suggested Whiff Punishers
Guaranteed Follow-ups




3 ⏵ f

- -can also be converted into a
- -combo with a tricky dash into 1



2 ― 3

- WS



2 ― 3

- CH 4

2 ― 3

- FC df
3 (hold)(dash) f
2 ― (dash) df

- (f

2)
3 (hold)(dash) f
2 ― (dash) df






4 ― db

2 (heat)
- CH (1
1)



4 ― db

2 (heat)
- CH (f
1)



4 ― db

2 (heat)

(micro walk) f
- CH f

(dash) f
- CH (3)


2 ― df

- CH FC df
WS

Defensive Options


3 (or b

4)Reversal

Has low parry properties
Has kick parry properties
Has punch parry properties
Power crush
Matchup Punishment
- SlideWS

1 float
- Asuka's b+3

2 (except max range)
- Kazuya db+1,2


- Ling RDS f+3+4,3+4



- Ling AOP 3+4WS

1 float
- evade Leo's b+1,4sidestep left 2nd hit
- Paul's Deathfist


- Demoman (3rd hit)...
- Alisa's b+3+4,(3+4)


- Claudio's f+2,2




2 (hard)
- Kuma's f,f+2

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


2 ― uf

- Jack's d+1+2...
- Jack's df+1,2,1,2...
- King's JGS 4WS
3 T!
Notes
- Can perform Naniwa Gusto moves at any time during Heat.