Combos
Starter
Most Important

df+4,2IAI 2 T!df+4,2IAI 4,2db+1,1~FPRF 1+2- CH db
ws+3,2 T!df+4,2IAI 4,2db+1,1~FPRF 1+2 - CH f


df+4,2IAI 4,2db+1,1~FPRF 2,2IAI 1,2,2 - CH f


~
IAI 4,2db+1,1~FPRF 2,2IAI 4,2db+1,1~FPRF 1+2 
ws+2df+4,2IAI 4,2db+1,1~FPRF 1+2
More Combos


df+4,2IAI 2 T!df+4,2IAI 4,2db+1,1~FPRF 1+2- CH IAI (4)
df+4,2IAI 4,2db+1,1~FPRF 2,2IAI 1,2,2 
ws+2df+4,2IAI 4,2db+1,1~FPRF 1+2- heat on d
~
db+1,1df+4,2IAI 4,2db+1,1~FPRF 2,2IAI 2 T!b+3,1
Key Moves
Quick jab to start offense and check situations. Victor' s b +2 is an alternative to check opponents overextending.
Mid poke to harass the opponent and check situations. It has decent tracking against sidestep right.
4 ― d
Quick low pokes to harass the opponent.
Safe mid counterhit launcher to fish for combos at close range . ws +2 is an alternative from a crouching position.
A risky low that launches on counterhit. You can use it to call out power crushes and high strings, but as a keepout tool as well from midrange.


2 and f


Mid and low approaching moves . f,f,f +2 can shift to IAI by holding down, whil e f,f,f+1 +2 automatically shifts to it. On counterhit , f,f,f +2 also leads to a combo.


High projectile that can be used to control the mid and far range.- IAI stanceWhen used for okizeme , IAI d +2 is a good option to hit grounded opponents, whil e IAI d +1 an d IAI d+1 +2 can be used for simple mixups.
Heat Engagers

A very slow, but safe mid heat engager with a lot of range. can be used for pressure against passive opponents.
Faster alternative to the previous heat engager. Good to fish for heat activation. On block, it's neutral.

Mostly useful for punish situations, as opponents can crouch under the second hit.- IAI d
Safe mid heat engager fro m IA I stance. Can also be used to hit grounded opponents in okizeme situations. - PRF 3Safe mid heat engager fro m P RF stance.
Command Grabs

1+2 escape
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | FC d | |
| 11 | ― | WS |
| 12 | ― | |
| 13 | WS | |
| 14 | ― | |
| 15 | WS | |
| 17 | ― |
Suggested Whiff Punishers
Guaranteed Follow-ups





- CH b



1 (heat) ― f


- (f

2)



2 ― f


- CH IAI 2-
- CH uf
- - CH d
- - heat on f

~
- - PRF (2
2)



2 ― f


- CH (f
4)
- - CH (f
4)
~
IAI d
Defensive Options

Has punch parry properties
Power crush- heat on ub
Evasive attack - tap forward during IAI stanceHas low parry properties
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



- Demoman (3rd hit)



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


- Claudio's f+2,2


2 (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 4FC 1
2 float
Notes
- Gains access to db

2 . His u

2 and IAI d
2 are enhanced. Some of his sword attacks regenerate heat on hit.
- df+3,4,2
- 1 ⏵ f+4,2~D (IAI okizeme)