Combos
Starter
Most Important

f+2,3f,f+3~F 3+4qcf+3 T!f,f,f+1+2qcf+1,4- WS
FC df+1f+2,3f,f+3~F 3+4qcf+3 T!f,f,f+1+2qcf+1,4 - WS
(run) f+2,3f,f+3~F 3+4f,f,f+1+2qcf+1,4 
qcf+3 T!u+3,3~F 3+4f,f,f+1+2qcf+1,4
BT 3,4b+1~F 3+4qcf+3 T!f,f,f+1+2qcf+1,4- LOW PARRYFC df+1f+2,3f,f+3~F 3+4f,f,f+1+2qcf+1,4
More Combos
- BT 1
db+1ws+1,2~F 3+4qcf+3 T!f,f,f+1+2qcf+1,4 

d+1~Dws+1,2~F 3+4qcf+3 T!f,f,f+1+2qcf+1,4- CH (ws

2)
f+2,3f,f+3~F 3+4qcf+3 T!f,f,f+1+2qcf+1,4 - CH (1
1)
qcf+3 T!u+3,3~F 3+4f,f,f+1+2qcf+1,4 
FC df+1f+2,3f,f+3~F 3+4f,f,f+1+2qcf+1,4- heat on 3
~
f+2,3f+2,3f,f+3~F 3+4qcf+3 T!f,f,f+1+2qcf+3 - heat on d



~
FC df+1f+2,3f+2,3f,f+3~F 3+4qcf+3 T!f,f,f+1+2qcf+3
Wall Combos
- ws+1,2~FDEW 3
- 2db+2FC df+1
Wall Carry
- After tornado, you can use 3+4 for medium distances and f,f,f+1+2 or ws+2 for short wall carry.
With Tailspin
- qcf+3 T!ws+1,2~FDEW 3
- b+1,4db+2FC df+1
Heat Burst Ender
- You can heat burst after f,f,f+1+2 to extend your combo.
Wall / Floor Break
- Use f,f+3+4 to break the wall and f,f+4 to break the floor.
Key Moves
Quick jab to start offense and check situations. It has a strong extension in 1,1 that can be use for punishment, poking and counterhit confirmed into 1,1,3.
Mid poke to harass the opponent and check situations.
Quick low poke with good range and tracking. Use it to harass opponents.

4 and d

Can shift to BT by inputting f,f+4~B and d+1,2~B. Use these to start your stance offense.
Long range launcher that leaves her backturned. Really strong option from midrange, but make sure to mix it with 3+4 if you notice opponents stepping.
Safe mid counterhit launcher with a lot of range. Use it as a keepout button or to check pushback situations.


Good button for okizeme, useful as a guaranteed follow-up in some situations or to hit opponents that refuse to get up.- FYR (b
3 and b
4)This stance can be used to create strong setplay, especially near the wall. Its options get enhanced when heat is active.
Heat Engagers

Long ranged mid attack. It's unsafe on block, so use it mostly for whiff and block punishment.
A high homing attack with a lot of range. You can use it for approaching and to discourage sidestepping at midrange.



1 (DEW 2
1)Situation confirmable mid heat engager. Also useful as a guaranteed follow-up in some situations.
- BT 1
Quick heat engager from backturned. The second hit can be ducked under. Useful as a follow-up in some situations. - FYR 2Safe mid heat engager from Feisty Rabbit stance.
Command Grabs

1+2 escape
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | FC d | |
| 11 | ― | WS |
| 12 | ― | |
| 13 | WS | |
| 15 | ||
| 16 | WS | |
| 17 | ― |
Suggested Whiff Punishers



1 (heat)


Guaranteed Follow-ups














- (ws
3)





- (ws

2)





- CH f





- CH FC df





- CH BT d







~
DEW 21 (heat) ― DEW 3

- CH b
~
DEW 21 (heat) ― DEW 3

- CH (3)
~
DEW 21 (heat) ― DEW 3

- CH f

~
BT 14 (heat) ― BT 1

- CH (b
2)
~
BT 14 (heat) ― BT 1







4 (shallow hit)



WS
- BT d
BT d

- CH f


- WS
4 (near wall)



- heat on BT 1
~



- heat on FYR 3WS

Defensive Options


3 (or b

4)Punch parry

Power crush- BT 2Power crush
Matchup Punishment
- SlideWS
2 float
- Asuka's b+3...
- Kazuya db+1,2...
- Ling RDS f+3+4,3+4...
- Ling AOP 3+4WS
2 float
- evade Leo's b+1,4...
- Paul's Deathfist

1 ― f

2 (hard)
- 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
2 float
Notes
- Piercing Thorn f


4 properties are enhanced. Feisty Rabbit stance moves are enhanced.