Combos
Starter
Most Important
- EWGF (f



2)EWGFf+3df+1f+3~D FUJ.2f,n,d,df+4,3
- wall carry routeEWGFf+3~D (df) 4,4,1f+3~D FUJ.2 T!f,n,d,df+4,3


(dash) EWGFf+3df+1f+3~D FUJ.2f,n,d,df+4,3- LOW PARRYb+2 (perfect)f,n,d,df+4,4,11,b+2,4
More Combos
- 4 (hold)b+2 (perfect)f,n,d,df+4,4,11,b+2,4
- Warrior df

b:2 (perfect)f,n,d,df+4,4,11,b+2,2OTGF - RAI 2(dash) EWGFf+3df+1f+3~D FUJ.2f,n,d,df+4,3
- (f



4)


f+3df+1f+3~D FUJ.2f,n,d,df+4,3 - CH f



f,n,d,df+4,n,4f+3df+1f+3~D FUJ.2f,n,d,df+4,3
Wall Combos
- df+3,1+2,1
- b+3,21+2
Wall Carry
- b:2 (perfect) for short distance, b+1,4 and f,n,d,df+4,3 for long
With Tornado
- b+1,4 T!df+3,1+2,1
- f,f+2 T!b+3,21+2
Heat Burst Ender
- after T!, b:2 (perfect)(dash)Heat Burstender
Wall / Floor Break
- end with qcf+2 to break walls and d+3 to break floor
Key Moves
Fast attack to start offense and check situations. Both 1,1 and 1,b+2 are great extensions for poking.
Mid attack to check situations. df+1,1 can be used to check sidestepping opponents while df+1:2 can be charged and is useful for pressure.
Useful button to pressure opponents at the wall. It allows you some follow-ups on counterhit and when it hits crouching opponents. You can shift to FUJ stance by pressing down.
Your main tool to fish for counterhits. Careful not to whiff.

A risky launcher that is useful to hit grounded opponents.
~
Long range mid that can shift to FUJ stance. It doesn't give you advantage on block, so it's a good idea to cancel the stance by pressing DF~B if you don't wanna gamble with a stance option.
2 ― db
Low options to chip at the opponent's health.



Heihachi's hellsweep has many different follow-ups The single hit is a good button to pressure opponents and leads to a combo on counterhit.- 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



Useful for block and whiff punishment. Can also be used in combos.

Safe mid attack for approach, also useful as a punish in specific cases.

Good whiff punisher, especially when Heat is active.
Has sabaki properties, great defensive tool.- FUJ

Heat Engager from stance. Mostly useful as a guaranteed follow-up after f+3~D on hit.
Command Grabs

1+2 escape- RAI

3 (or 2
4)unescapable
- FUJ

3 (or 2
4)unescapable
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | FC d | |
| 11 | WS | |
| 12 | ― | |
| 13 | WS | |
| 14 | ― | |
| 15 | EWGF df | FC df |
Suggested Whiff Punishers






2 (heat)
- EWGF
Defensive Options

Power crush- heat on db
Power crush 
Has punch parry properties
Mid and High attack reversal- FOLLOW-UPS

~
FUJ.1,1

2 CH ws
df+4,2 (wallsplat) ― b+1,4 Warrior df+2,1- WS
1 b
2 (hold) CH (d
1)
2 CH sidestep 2
- qcf+2
- OTGF

~F (hold) f


~F CH (d1)
2 CH sidestep 2RAI.1

4 f



3 FC df
4 (clean) CH (b
1)
4 CH ub

2 or ub

2 (hold)
- f,f+2 ― OTGF
- RAI 2 (guard break)1,1,2 (wallsplat) ― 1,2,2~D
- heat on d


~F heat on b
~
qcf+2 ― OTGF - heat on FUJ.1
~
d+4 ― OTGF - Warrior 1
f,f+2 - CH f
f,f+2 ― (dash) OTGF heat on d+3,2 - CH f
~
FUJ.4 ― (df) crouch dash 1 
4 ― f
~D (on crouching opp)df+4,2 (wallsplat) ― df+3,1+2,1 FUJ 2
Matchup Punishment
- SlideWS
4 float
- Asuka's b+3



2 ― f


- Kazuya db+1,2



2 ― f


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







- Ling's AOP 3+4WS
4 float
- Ling's ub+3



- evade Leo's b+1,4ssl before 2nd hit
- Paul's Deathfist



2 ― f


- Demoman (3rd hit)




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

1:2
- Alisa's b+4,4



- Eddy's f,f+4



- Claudio's f+2,2



2 (long dash)
- Kuma's f,f+2



2 ― f


- Heihachi's f,f+2




- Jack's d+1+2



- Jack's df+1,2,1,2




- King's JGS 4


