Combos
Starter
Most Important

f+2b+3,3RLX 2,4~DRLX 2qcf+3 T!db+4,4- WS
b+3,3RLX 2,4~DRLX 2qcf+3 T!db+4,4 - WS

RLX 3+4 T!uf+4RLX 2,4~DRLX 3,3 - sidestep 3
ws+3 T!uf+4RLX 2,4~DRLX 3,3 - WS
uf+4RLX 2,4~DRLX 2,4,4
More Combos


RLX 2b+3,3RLX 2,4~DRLX 2qcf+3 T!db+4,4
b+3,3RLX 2,4~DRLX 2qcf+3 T!db+4,4- CH FC df
RLX 3+4 T!uf+4RLX 2,4~DRLX 2,4,4 - CH b

RLX 3+4 T!uf+4RLX 2,4~DRLX 3,3 - CH (2
1)
b+3,3RLX 2,4~DRLX 2qcf+3 T!db+4,4 - CH db

uf+4RLX 2,4~DRLX 2,4,4 - CH RLX 3ws+3 T!uf+4RLX 2,4~DRLX 2,4,4
- heat on f

~
df+2df+2b+3,3RLX 2,4~DRLX 2qcf+3 T!db+4,4 - heat on 3
RLX 2b+3,3RLX 2,4~DRLX 3,3 - MND lvl 2 HSP b
b+3,3RLX 2,4~DRLX 2qcf+3 T!db+4,4
Key Moves
Fast attack to check situations and start offense. Th e 1,2, 3 extension can be counterhit confirmed, making it good for challenging situations.
Mid poke to check situations.
A mid poke with a few extensions. On counterhit , b+1, 4 can be confirmed int o b+1,4,3 +4 for a guaranteed follow-up.

Long range low option to start you r R LX stance pressure. It's also very rewarding on counterhit.


Far reaching high homing attack that leaves you at an advantage on block.

Mid attack with a lot of range that can be used to pressure the opponent.- sidestep 3
Great keepout launcher. Use this when you read your opponent wants to approach you. - heat on 3
When Heat is active, you gain access to this mid launcher that can be used to start you r H SP stance pressure. It's specially strong when Mandinga level is maxed.
Heat Engagers

Safe mid heat engager with a lot of range, but quite linear.
The first hit alone is a good mid poke. The whole string is natural on counterhit and a good way to fish for activation.

Mostly useful in punish situations or as a guaranteed follow-up in certain situations.- RLX 4
Useful as a mixup tool durin g R LX and as a guaranteed follow-up after a CH f,f +3. 

3 (throw)Can be used as a punish in very specific situations, but is mostly useful as a guarateed follow-up after certain moves.
Command Grabs

1+2 escape- RLX uf
1+2 escape - HSP 1
3 (or 2
4)unescapable


3 (or d

4)unescapable on crouching opp.
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | FC d | |
| 11 | ― | WS |
| 12 | ― | |
| 13 | WS | |
| ― | on standing opponents only | |
| 14 | ||
| 15 | WS | |
| 19 | ― | WS |
Suggested Whiff Punishers






4 (range)
Guaranteed Follow-ups




4 ― d



- heat on f

~


4 ― d



- CH f

RLX 43 (heat) ― d

- CH d




3 (heat) ― d





4 (heat) ― df


- HSP 1



4 (heat) ― df


- CH 1



4 (heat) ― df






4 ― d



- CH uf



4 ― d



- CH db



4 ― d



- CH HSP 1RLX 3

- CH b


RLX 3
- CH HSP 4HSP 1
- CH FC df
HSP 1
Defensive Options

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



- Kazuya db+1,2...
- Ling RDS f+3+4,3+4...
- Ling AOP 3+4...
- 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 4WS
3 float
Notes
- Gains acess to 3
4 and d


4 . Heat activation raises 1 level of Mandinga.
- MANDINGA (MND)
- Gain a level upon hitting opponents with certain moves and/or after activatin Heat. Level 1 : Gainst access to HSP b
4 and HSP 3
4 Level 2 : Further enhances their properties.
- RLX 2,4,4
- MND lvl 1 or above (f+1+2) HSP b+4~D ⏵ RLX 3+4