Combos
Starter
Most Important
- WS
u+1+2f,n,d,df+3+4~F MCR 4,1f,n,d,df+3+4~F MCR 2 - EWGF (f



2)EWGFf,n,d,df+3+4~F MCR 4,1(dash) f,n,d,df+3+4~F MCR 3 T!f,n,d,df+3+4~F MCR 2,2

df+21f,n,d,df+3+4~F MCR 4,1(dash) f,n,d,df+3+4~F MCR 3 T!f,n,d,df+3+4~F MCR 2,2- CH b
1+4f,n,d,df+3+4~F MCR 4,1(dash) f,n,d,df+3+4~F MCR 3 T!f,n,d,df+3+4~F MCR 2,2 




(f+3) MCR 4,1(dash) f,n,d,df+3+4~F MCR 4,2,1,U- LOW PARRYws+3~F MCR 4,1(dash) f,n,d,df+3+4~F MCR 4,2,1,U
More Combos
- sidestep 2u+1+2f,n,d,df+3+4~F MCR 4,1(dash) f,n,d,df+3+4~F MCR 3 T!f,n,d,df+3+4~F MCR 2,2


FLY 1f,n,d,df+3+4~F MCR 4,1(dash) f,n,d,df+3+4~F MCR 3 T!f,n,d,df+3+4~F MCR 2,2- FLY 1(dash) EWGF2f,n,d,df+3+4~F MCR 4,1(dash) f,n,d,df+3+4~F MCR 3 T!f,n,d,df+3+4~F MCR 2,2
- (1
2)
1+4f,n,d,df+3+4~F MCR 4,1(dash) f,n,d,df+3+4~F MCR 3 T!f,n,d,df+3+4~F MCR 2,2 - (1
4)
u+1+2f,n,d,df+3+4~F MCR 4,1f,n,d,df+3+4~F MCR 2 - heat on uf
~
EWGF2f,n,d,df+3+4~F MCR 4,1(dash) f,n,d,df+3+4~F MCR 3 T!f,n,d,df+3+4~F MCR 2,2 - heat on [ 4~3 ]
(f+3) MCR 4,1f,n,d,df+3+4~F MCR 4,2,1,U
Key Moves
Fast attack to start offense and check situations. Bot h 1,1 ,2 an d 1,2 ,2 can be hit confirmed, making the first two hits of the string great for poking.
Mid attack to check situations. It has two extensions can be used to discourage opponents from retaliation after the first hit is blocked.
A safe mid counterhit launcher. Use it to fish for counterhits while pressuring the opponent. It also hits grounded, making it great as an okizeme tool.
3 and db
Use d+3 to harass the opponents. The pushback is great for setting up whiff punishes. db+2 can be used to high crush your opponents high pressure buttons.

Quick mid with excellent tracking. The extensio n b,f+2,1 ,2 can be used as a rekka, whil e b,f+2 ,3 can thrown out from time to time or at the wall for a wall splat.





Unseeable low launcher that is the core of Devil Jin's high risk/reward mixup, along wit h ws +2 and other mid options.- EWGFA high launching attack with many applications in the neutral It's important for punishment, but can be used for approach and as a keepout button. Don't neglect it.
Heat Engagers

Risky but very evasive heat engager.

Mostly useful in punish situations.
Safe mid attack that crushes lows very early in its animation. Very useful at the wall.

Your main approach tool to control the midrange space. Launches when using heat dash.- MCR 2
Homing heat engager from stance. Useful as a guaranteed follow-up after certain attacks.
Command Grabs



1 escape
2 escape
1+2 escape





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





- EWGF
Guaranteed Follow-ups








- CH (df
1)




- CH db
- - (half charged)-

(dash) b
- CH db
(dash) b
- MCR 1


- [ 4~3 ]


- CH b




MCR 2
- (ws
1)
MCR 2
- CH df

MCR 2
- CH (ws
1)

MCR 2




2 ― df


- CH ws



2 ― b

3 (heat)
- CH ws

MCR 3 - CH (df
1)
~
MCR 3 ⏵ b
- heat on b
~

4 ― f





- heat on b

~

4 ― f





- heat on MCR 2
~

4 ― f





Defensive Options


3 (or b

4)Has power crush properties

Power crush
Matchup Punishment
- SlideWS
3 float
- Asuka's b+3


- Kazuya db+1,2


4 ― EWGF
- Ling RDS f+3+4,3+4



- Ling AOP 3+4WS
3 float
- evade Leo's b+1,4sidestep left the 2nd hit
- Paul's Deathfist


- Demoman (3rd hit)


- Alisa's b+3+4,(3+4)...
- Claudio's f+2,2(dash) uf

- 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
3 float
Notes
- MRC 3 (low wall hit) ⏵ b+4