Combos
Starter
Most Important
- EWGF (f



2)f,f+2~FSEN 3df+2df+1f+2,3~FSEN 2 T!uf+3+4,1+2
- FC df
(f+2),3~FSEN 3df+2df+1f+2,3~FSEN 2 T!uf+3+4,1+2 - easier alternative all aboveb+4 T!f,f+3+4df+2df+1f+2,3~FSEN 1,qcf+2

f,f+2~FSEN 3df+2df+1f+2,3~FSEN 1,qcf+2
More Combos
- CH 3
f,f+3+4df+2df+1f+2,3~FSEN 1,qcf+2 - CH f



ws+3df+1,1f+2,3~FSEN 2 T!uf+3+4,1+2 

4 (fully hold)f,f+2~FSEN 3df+2df+1f+2,3~FSEN 2 T!uf+3+4,1+2
- CH f

(sidestep right) (f+2),3~FSEN 3df+2df+1f+2,3~FSEN 2 T!uf+3+4,1+2 - heat on f

~
f,f+2~FSEN 3df+2df+1f+2,3~FSEN 2T!uf+3+4,1+2
Wall Combos
- df+1,11+2
- 1,1d+3+4,4
- WRA 4,2,2,qcf+1+2
Wall Carry
- df+1,1 for short distance, 3,2 or uf+3+4,1+2 for longer distance
With Tornado
- b+4 T!df+1,11+2
- df+4,2,3 T!d+3+4,4
- df+4,2,3 T!heat on d+2,1+2 NEW
Heat Burst Ender
- After T!, follow with f,f,f+4Heat Burstd+2,1+2
Key Moves
Quick jab to start offense and check situations. 1,1 can be used for poking and hit confirmed into 1,1,2
Mid poke with extensions to harass the opponent. It can shift to SEN by holding forward. Useful if the opponent respects the follow-ups.
Mid homing attack to check sidestep
Usefulf for wall pressure. Leads to situational follow-ups
2 ― db
Low pokes to chip at the opponent's health. db+4 can be counterhit confirmed into db+4,1+2

~
Long range attack that can shift to SEN for mindgames can be hit-confirmed into f,f+2~F⏵SEN 3



Mid counterhit launcher. Perfect input version is safe. Useful in okizeme situations as it also hits grounded.




~
Risky sweep to force WRA mixups. In the open you are often too far for certain options, so it's better used for wall pressure. You are able to cancel the stance by pressing DF~B.- SEN and WRALearn a few options for each stance to improve your pressure and mixup game.
Heat Engagers


Safe mid heat engager. Mostly useful in combos

Useful in punishment situations- SEN 3Guaranteed follow-up after f,f+2~F on hit
- WRA 2Safe mid heat engager during WRA stance
- UNS 4You can use this stance at midrange and try to whiff punish by using UNS 4 heat engager. Also useful in combos for slightly more damage than f,f+3
Command Grabs

1+2 escape



2 escape- SEN 1
3 (or 2
4)unescapable
- WRA 1
3 (or 2
4)unescapable
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | FC d | |
| 11 | ― | WS |
| 12 | ― | |
| 13 | WS | |
| 14 | [ 2~1 ] | ― |
| 15 | FC df | |
| 20 | ― | FC df |
Suggested Whiff Punishers





- EWGF
Guaranteed Follow-ups


~
SEN 2 ― SEN 3 (heat)- CH (f
2)
~
- - WS



3 ― f


- SEN 1
WRA 2 ― WRA 4


- CH uf
WRA 2 ― WRA 1









- [ 2~1 ]





- SEN 4

4 ― f




- WRA 3


4 ― f




- CH d


4 ― f





(dash) d4 ― (dash) f




- CH 4(dash) d
4 ― (dash) f




- heat on df

~

4:1 ― f




- heat on SEN 3~


4:1 ― f




- CH ws



2 ― [ 2~1 ]
- CH WRA 1 NEW


2 ― [ 2~1 ]





- (on crouching opp)



- CH f


4 ― f




Defensive Options

Power crush

3 (or b

4)Parry

3 ― u
Has punch parry properties- tap forwardHas punch parry properties
- heat on WRAHas reversal properties
Matchup Punishment
- SlideWS
3 float
- Asuka's b+3


- Kazuya db+1,2


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


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


~
- Demoman (3rd hit)


~
- Alisa's b+3+4,(3+4)

2 before 2nd hit
- Claudio's f+2,2


~F (long dash) - 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 EWGF and EWGK without perfect input Several Manji-geri moves gain an extension WRA stance gains reversal properties