Combos
Starter
Most Important


u+1+2~DHBS 1b+2,1~DHBS d+1+2HBS df+2 T!uf+2b+1
b+2,1b+2,1~DHBS d+1+2HBS df+2 T!uf+2b+1- ROLL 2(dash) u+1+2~DHBS 1b+2,1~DHBS d+1+2HBS 1,2
More Combos


HBS d+1+2HBS 1b+2,1~DHBS d+1+2HBS df+2 T!uf+2b+1- HBS df
u+1+2~DHBS 1b+2,1~DHBS d+1+2HBS df+2 T!uf+2b+1 - (2
1)
ws+1,2 (short hold) T!b+2,1,(3+4)HBS d+1+2HBS 1,2 - SIT 2(dash) u+1+2~DHBS 1b+2,1~DHBS d+1+2HBS 1,2


(3+4) HBS df+1b+2,1~DHBS d+1+2HBS 1,2- heat on b

~
u+1+2~DHBS 1b+2,1b+2,1~DHBS d+1+2HBS df+2 T!uf+2b+1
Key Moves
Quick jab to check situations and start offense. 1,1 ,1 is a risky counterhit launcher to check opponents overextending in their offense . 2 ,1 and it's extensions are an alternative for poking.
Low poke to harass opponents that stand block. You can also us e FC d +1 as it's safe on block and plus on hit.

A high long range counterhit launcher. Use this to control the mid range.
The bear hellsweep is a high crushing counterhit launcher very punishable on block, but a good way to start offense.- sidestep 1
A mid attack for pressure . Hold do wn or pres s 3 +4 to shift t o H BS and start your stance pressure. 

Another mid attack to start yuor stance pressure, but this option is a lot slower. Use it in okizeme situations to avoid being interrupted out of it.
Homing mid that launches on counterhit.- HBSMake sure to learn some of your stance options.
Heat Engagers
Mostly useful in punishment situations and combos.
A safe mid heat engager. It can shift t o H BS by holding down.


Running attack that shifts to HBS on block. Good way to start your stance pressure, but don't be too predictable as this move is quite linear.



Situational confirmable heat engager.- HBS 3
Power crush heat engager from stance.
Command Grabs

1+2 escape





1+2 escape- HBS f
unescapable - heat on db
unescapable
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | ― | |
| 11 | ― | WS |
| 12 | ― | |
| 13 | WS | |
| 14 | ― | |
| 15 | WS | |
| 22 | WS |
Suggested Whiff Punishers
Guaranteed Follow-ups





- heat on db




- CH 4(dash) d

2 ― db

- (df

2)
- - heat on 1
~
- - heat on HBS 3
~
- - sidestep 1
~
HBS 1
- HBS (1)
~
- - (short hold)-

( 1)
~
-- (df

2)



- ROLL 1-
- heat on ROLL 1


1 ― 1
2 (heat)
- (guard break)


1 ― 1
2 (heat)
- (uf

4)

~
HBS 3

SIT 1
Defensive Options
- press F during HBSLow parry in stance

Power crush- HBS 3
Power crush - MINI COMBOS


db+1+2 ⏵ df+2,1
db+3 ⏵ d+1+2- HBS 1
(turn around) db+2+3 (hold)
Matchup Punishment
- SlideWS

2 T! (short hold)
- Asuka's b+3


- Kazuya db+1,2...
- Ling RDS f+3+4,3+4...
- Ling AOP 3+4WS

2 T! (short hold)
- evade Leo's b+1,4...
- Paul's Deathfist


1 ― b


- 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


1 ― b


- Jack's d+1+2...
- Jack's df+1,2,1,2...
- King's JGS 4WS

2 T! (short hold)
Notes
- Hold moves charge up faster ROLL stance is enhanced Gains access to uf

4 and db

- df+1,2,1+2 (delay last hit) ⏵ d+1+2