Combos
Starter
Most Important
- WS

b+2,4,3~Fb+2~Ff+2,1 
4,u+3b+2,4,3~Ff+4:1 T!b+1:1+2- CH b

(3)(f,n) b+3,3~Fb+2,4,3~Ff+4:1 T!b+1:1+2
- CH d

(4)(wait) b+3,3~Fb+2,4,3~Ff+4:1 T!b+1:1+2






d+2b+2,4,3~Fb+2~Ff+2,1
More Combos
- FC uf
ws+2,4(dash) d+2b+2,4,3~Ff+2,1 


(d+4),4,u+3b+2,4,3~Ff+4:1 T!b+1:1+2- CH (2
1)
(dash) 4,u+3b+2,4,3~Ff+4:1 T!b+1:1+2 

b+3,3~Fb+2,4,3~Ff+4:1 T!b+1:1+2

(dash) b+3,3~Fb+2,4,3~Ff+4:1 T!b+1:1+2


(wait) b+3,3~Fb+2,4,3~Ff+4:1 T!b+1:1+2- CH 4
4:4 (perfect)(dash) b+3,3~Ff+4,1 T!b+1:1+2
- CH f

b,b+4(dash) d+2b+2,4,3~Ff+2,1 - CH (1
2)
d+2b+2,4,3~Ff+4:1 T!b+1:1+2 - HMS 2(dash) 4,u+3b+2,4,3~Ff+4:1 T!b+1:1+2
- CH HMS 4b,b+4(dash) d+2b+2,4,3~Ff+2,1
- CH HMS (1)
d+2b+2,4,3~Ff+4:1 T!b+1:1+2 - heat on f

~
4,u+34,u+3b+2,4,3~Ff+4:1 T!b+1:1+2
Key Moves
Quick jab to start offense and check situations. It also has several situationally useful follow-ups.
Mid poke to check situations and harass the opponent.

A jab string with high crushing properties. Can be counterhit confirmed into the third hit for a knockdown.

~
Risky but strong low option to harass opponent that stand block too much.

(4)High crushing low that launches on counterhit. Shifts t o HMS


(3)Strong counterhit that can be used to keep opponents from approaching you. Shifts t o H MS.

(3
4)Homing mid that launches on counterhit. Shifts t o H MS.
- FC df


Slide attack that is the core of his full crouch mixup game. You can crouch next to the opponent when you have a read they will play defensively, then mix this low with hi s ws+2 ,3 or other safer options.
Heat Engagers


Mostly useful in punish situations


A counterhit confirmable string.
4:4 (perfect)Fast counterhit launcher you can use to challenge situations You can also use it in punish situations. Requires a perfect input.


A fast and safe mid heat engager that can be used as an approaching tool. If spaced well, can create spacing traps due to its pushback.- HMS 1

Quick heat engager out o f H MS.
Command Grabs

1+2 escape
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | WS | |
| 11 | ― | |
| 13 | WS | |
| 14 | WS | |
| 15 | ||
| 18 | ― | FC uf |
Suggested Whiff Punishers
Guaranteed Follow-ups
- 1:3:3:3






- CH FC df





- (4
3)
(dash) d


- CH db
(dash) d




2 (throw)




- heat on 4
4:4~





- heat on df

~




- CH HMS u




- CH FC df
FC df


Defensive Options


3 (or b

4)Punch parry

Power crush
Matchup Punishment
- SlideWS

4 float
- Asuka's b+3...
- Kazuya db+1,2...
- Ling RDS f+3+4,3+4...
- Ling AOP 3+4WS

4 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...
- 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
4 float
Notes
- Can perform the enhanced version of several moves without perfect input at the cost of Heat meter. Gains access to df

4 and d

- (low wallsplat) HMS u+4 ⏵ ub+3