Combos
Starter
Most Important

(hold back) f,f,f+2HRS 2qcf+2,2,1+2
f,f+2HRS 2db+2qcf+1+2,2~B T!b+3,4,qcf+1+2- CH HRS 1
df+[ 4~3 ]f,f+2HRS 2qcf+2,2,1+2 - LOW PARRYf,f,f+2HRS 2qcf+2,2,1+2
More Combos

[ 4~3 ](b+3+4~F) WLF 2f,f+2HRS 2db+1+2,2~B T!b+3,4,1+2

2 (full hold)f,f+2HRS 2db+2qcf+1+2,2~B T!b+3,4,qcf+1+2
- CH HRS 4WLF 2f,f+2HRS 2db+1+2,2~B T!b+3,4,1+2
- CH ws
df+[ 4~3 ]f,f+2HRS 2qcf+2,2,1+2 - CH (f

3)
f,f+3 T!f,f+2HRS 2qcf+2,2,1+2 - heat on HAE 1df+[ 4~3 ]f,f+2HRS 2qcf+1+2,2~B T!b+3,4,1+2
- heat on b
~
f,f,f+2HRS 2db+2f,f+2HRS 2db+1+2,2~B T!b+3,4,1+2
Key Moves
Quick jab to check situations and start your offense. It has a few useful extensions.
Mid poke for checking situations. It has a couple follow-ups you can use to stop opponents from challenging it.

Use this button to approach opponents from the midrange and enforce you r H RS stance pressure. The low and power crush options can beat jab attempts , H RS 3 will beat them if they check it with a down jab instead. This move gets greatly enhanced during heat.


An useful high attack for approach and pressure. It gets greatly enhanced during heat.

Another mid attack to start your stance offense. The second hit can be charged to enter stance with advantage, however it can be stepped, so mix it up.
2 and d

Low pokes to harass the opponent. The last hit of d+3,1,2 can be confirmed on counterhit.
Risky homing low you can use to start your stance offense.
High crushing low poke to harass the opponent.
Homing high attack to check sidestepping opponents.- heat on HAETap up during any stance to transition to HAE stance. This stance improves your pressure as its reversal properties limits further the opponent's retaliations. But don't get too predictable as the transition can lose to throws.
Heat Engagers

This move has poor tracking, but hits mid and leaves you at an advantage on block, making it a good button to fish for heat activation.


Hit confirmable string with decent range. Useful for punish situations and sometimes as a guaranteed follow-up.- FC df
Very fast elbow strike from a crouch position. Useful for punishment and as a guaranteed follow-up afte r CH d +2. - HRS 2Slightly unsafe mid heat engager out o f H RS stance. It can be used to check opponents that challenge this stance when you have frame advantage.
- CAT 3Same purpose as the previous heat engager, but this time the move is a safe high attack.
Command Grabs

1+2 escape
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | FC d | |
| 11 | WS | |
| 12 | FC df | |
| 13 | WS | |
| 14 | WS | |
| 15 | WS |
Suggested Whiff Punishers
Guaranteed Follow-ups
- CH df
CAT 3 - CH f

HOR 1 or HOR 2 (heat) - or heat on f

HOR 1 or HOR 2 (heat) 


HOR 1 or HOR 2 (heat)- CH f

HOR 1 or HOR 2 (heat) - CH sidestep 2HOR 1 or HOR 2 (heat)
- HRS 3




2 (heat)
- CH (b
3)





2 (heat)
- CH sidestep 4




2 (heat)
- CH d
FC df2 (heat) ― ws



[ 4~4 ]



- FC df




- CH (1
2)




- CH 4
(dash) d
- CH b
(dash) d
- WLF 1



- CH df





- CH WLF 3




- heat on







~



- heat on FC df
~



- HRS 3
WLF 2 - CH CAT 1
WLF 1
Defensive Options

Has low parry properties

3 (or b

4)Punch parry

Has high attack parry properties
Power crush- heat on HAEHas reversal properties
Matchup Punishment
- SlideWS
4 or ws
3 float
- Asuka's b+3



- Kazuya db+1,2



- Ling RDS f+3+4,3+4WS
4 or ws
3 float
- Ling AOP 3+4...
- evade Leo's b+1,4...
- Paul's Deathfist




2 ― f


- 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


2 (long dash)
- Jack's df+1,2,1,2


2 (long dash)
- King's JGS 4WS
4 float
Notes
- Gains access to the HAE stance. f

2 and f


1 are enhanced
improving situation on hit and gaining reversal break properties.
- HEAVEN AND EARTH LEVELS
- Raises a level each time you enter HAE stance while heat is active. Enhances the properties of uf



(opponent grounded) d

2 and WLF 4 At level 3



3 becomes an excellent combo tool.
- f+1+2,3,qcf+1+2