Combos
Starter
More Combos



f,f+3RDS d+3,4ub+3AOP uf,n,3(dash) df+2,1+2
f,f+3RDS d+3,4(dash) ub+3AOP uf,n,3(dash) df+2,1+2- CH 3
df+2f+2f+3,1RDS 1,2 T!(ub+1+2) HYP 3+4(dash) df+2,1+2 - HYP 4ws+2~B (hold)f+3,1RDS 1,2 T!(ub+1+2) HYP 3+4(dash) df+2,1+2

AOP uf,n,4f+2f+3,1RDS 1,2 T!(ub+1+2) HYP 3+4f,f+4HYP 2- RDS f

RDS f+3+4,3+4RDS d+3,4(dash) ub+3 T!AOP uf,n,3(dash) df+2,1+2 - CH uf
RDS b+3f+3,1RDS 1,2 T!(ub+1+2) HYP 3+4(dash) df+2,1+2 - CH f

HYP 3+4 - heat on db
~
df+2f+2f+3,1RDS 1,2 T!(ub+1+2) HYP 3+4(dash) df+2,1+2 - heat on CH (f

1)
RDS b+3f+3,1RDS 1,2 T!(ub+1+2) HYP 3+4(dash) df+2,1+2
Wall Combos
- 1,2f+1+2
- f+2,1~BHYP 2
- heat on f+2,1,2RDS f+3+4,3+4
Wall Carry
- You can use df+2,3 to carry from mid distances or f+2 for short ones.
With Tailspin
- ub+41,2f+1+2
- ub+4f+2,1~BHYP 2
- ub+4heat on f+2,1,2RDS f+3+4,3+4
Heat Burst Ender
- After tornado, follow with (ub+1+2) HYP 3+4 then (run) f+2 and follow with a Heat Burst to extend your combo.
Wall / Floor Break
- Use 3+4 for floor breaks and f+1+2 to break walls.
Key Moves
Quick jab to check situations and start your offense. 1,d+2 is an excellent extension for poking and to transition to RDS to create situations.
A high crushing mid poke to harass the opponent. It shifts to RDS or HYP by holding back. You can also hold forward to cancel stance transitions.- sidestep 4Counterhitting launching low with good range. Use it at the midrange to stuff their keepout or approach.

Quick low poke that shifts to RDS.
Homing high attack to catch opponents sidestepping your approach and some of your okizeme situations. It gives guaranteed follow-ups on hit.

High attack to initiate your HYP stance offense. Launches on counterhit.
A short ranged homing mid that shifts to RDS. It has a low extension that can be used to discourage opponents from retaliating on block.


Ling's approach tool that shifts to AOP. It launches on normal hit and leave you at an advantage when blocked.- AOPA highly evasive stance you can create setups around. Use the pushback of certain moves such as db+1 or 1,2,1 to go into AOP and create whiffs. Learn other creatives ways to use and limit your opponents effective movelist against you.
Heat Engagers

A safe mid heat engager that creates space on block. Can be used to fish for a heat activation and also to setup space traps.

Mostly useful in block or whiff punish situations.- HYP 2Safe mid option during HYP stance.
- AOP 2
Useful for whiff punishing after evading attacks using your AOP stance. - RDS 1

Heat engage from her backturned stance. It's safe on block but the second hit is a high.
Command Grabs

2 escape
1+2 escape
1+2 escape
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 8 | ― | |
| 10 | FC d | |
| 11 | ― | WS |
| 12 | WS | |
| 13 | ― | |
| 14 | 3 df | WS |
| 15 | ― | |
| 16 | ||
| 20 | ||
| 22 | ― | WS |
Suggested Whiff Punishers






1 (heat)
Guaranteed Follow-ups




2 ― b

1 (heat)


~
AOP 21 (heat)
- RDS d
4 (clean)


- CH b
RDS f

- CH 4

4 ― (dash) ub

- AOP uf

- - RDS 3RDS 2

- CH db
- - CH db



1 (heat) ― df

3 (wallsplat)
- CH db
- - CH RDS df
- - heat on b

~


- heat on AOP 2
~
-
Defensive Options


3 (or b

4)Parry

Has punch parry properties- RDS f
Has punch parry properties 
Fast mid panic move
Power 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...
- 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 4...
Notes
- HYP stance moves are enhanced. Gains access to f


2 and f


