Combos
Starter
Most Important

4df+43,2~B backsway 1+2 T!(df+3+4) DPD df+1f,f,f+2
3df+43,2~B backsway 1+2 T!(df+3+4) DPD df+1f,f,f+2- CH d


qcf+1df+43,2~B backsway 1+2 T!(df+3+4) DPD df+1f,f,f+2 

df+43,2~B backsway 1+2 T!(df+3+4) DPD df+1f,f,f+2- LOW PARRYqcf+1df+4d+4,2:1+2
More Combos


ws+3df+43,2~B backsway 1+2 T!(df+3+4) DPD df+1f,f,f+2- (f

2)
3df+43,2~B backsway 1+2 T!(df+3+4) DPD df+1f,f,f+2 


4df+43,2~B backsway 1+2 T!(df+3+4) DPD df+1f,f,f+2


qcf+1df+43,2~B backsway 1+2 T!(df+3+4) DPD df+1f,f,f+2


qcf+1df+4d+4,2:1+2- CH (df
3)
(dash) qcb+3,2,1 T!(df+3+4) DPD df+1qcf+2 - heat on uf
~
qcf+1df+43,2df+43,2~B backsway 1+2 T!(df+3+4) DPD df+1f,f,f+2
Key Moves
Quick jab to check situation and start your offense.
1 and ws

Both these mid pokes can shift to backsway by holding back. Mix your options to make it hard for the opponent to predict your next move. An empty backsway can be used to evade certain retaliations.- DPD df
4 and d


Low moves with a lot of range. Good for approaching and to mix the opponent. 
Safe mid launcher that can be used as a whiff punisher or as a button to keep opponents from approaching.
A slow mid attack that can be used for pressure. It can shift to deep dive b y holding df


Homing high that is also useful as a keep out move. It launches on counterhit and has more range than df+2.
Useful button to hit opponents off the ground.

2 seriesAn approach attack with many different follow-ups and cancels. During Heat state, it gains a very safe-to-use extension i n f,f+2,1+2
Heat Engagers



Deadly mid heat engager for whiff punishment. During Heat state, this move gets enhanced and becomes safer to use. Up close, mix it wit h d+4,2:1 +2 Heat Dash can be used to turn it into a full launcher.
Very fast high heat engager. Can be used in punish situation s _and to fish for a heat activation.
Safe mid homing heat engager. Has the benefit of possibl y _jumping over incoming low attacks.
High jumping attack, useful to approach enemies with.


Safe mid heat engager out of backsway
Command Grabs

2 escape




1 escape
1 escape
1+2 escape

1+2 escape- FC 1
1+2 escape
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | FC 1 | |
| 11 | ― | WS |
| 12 | ― | |
| 13 | WS | |
| 14 | ― | |
| 15 | WS | |
| 16 | ― |
Suggested Whiff Punishers
Guaranteed Follow-ups
- CH d


3 (clean)


2:1







- CH (b
2)
1 NEW


- CH FC df



- CH 4(dash) db

- CH f


- 








-- (df

1)
- - sidestep 1-
- CH f
- - CH df



2 ― f
2 (heat)
- CH d



- CH f

DPD df
4 ― DPD df

- CH (ws
1)

backsway 4 ― backsway 2 (heat)
Defensive Options


3 (or b

4)Reversal

Power crush
Power crush
Matchup Punishment
- SlideWS
4 float
- Asuka's b+3




- Kazuya db+1,2


1 ― d



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



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


1 ― d



- Demoman (3rd hit)

4 ― d


2 (hard)
- 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 4...
Notes
- Phoenix Smasher moves are enhanced Hold moves such as d

2 and b

1 gain guard break properties Gains access to f



2 heat extension
- 1 ⏵ qcf+2