Character Overview
Strategy
Poke with 1,2 df1,2 f4 (+ on block, df1,1 on hit)
Low pokes e.g. db3 which is + on hit and d4(,4 NCc)
From b2,1~f go into GEN 2 for armor (forces transition if b2,1 is blocked) or GEN 1 for low mixup into FC game mixing up FC df2 and ws2 which both launch on CH
To create stance pressure use f3,2 into IZU 3 for mid into heat or IZU 4,1 for a low sweep or IZU 2+3 for a throw
Can use SS4 in the neutral to get heat, in heat can use 2+3 for long range or GEN 2+3 to enhance the low mixup
Combos
Normal Combos
df2
b4,2 f3,2 IZU 1,1 T! b4,2 (59)
b4,2 f3,2 IZU 1,1 T! b2,1~f GEN 2 (68)
b4,2 df1 f3,2 IZU 2 T! b2,1~f GEN 2 (68)
b4,2 b4,2 ff2~b MIA 1 T! b2,1~f GEN 2 (72)
b4,2 f3,2 IZU 2 T! f3+4 GEN 4 ff2~f GEN 2 (72)
b4,2 df1 ff2~b MIA 1 T! f3+4 GEN 4 ff2~f GEN 2 (UNCONFIRMED)
b4,2 4 ff2~b MIA 1 T! f3+4 GEN 4 ff2~f GEN 2 (UNCONFIRMED)
ssr b4,2 f4 f3,2 IZU 1,1 T! b2,1~f GEN 2 (UNCONFIRMED)
df2~1
f4 b4,2 ff2~b MIA 1 T! f3+4 GEN 4 ff2~f GEN 2 (UNCONFIRMED)
f4 b4,2 f3,2 IZU 1,1 T! b2,1~f GEN 2 (UNCONFIRMED)
f4 ff2~b MIA 1 T! f3+4 GEN 4 b2,1~f GEN 2 (UNCONFIRMED)
f4 f3,2 IZU 1,1 T! b2,1~f GEN 2 (UNCONFIRMED)
df2,1+2
4 b4,2 f3,2 IZU 2 T! b2,1~f GEN 2 (UNCONFIRMED)
f4 b4,2 f3,2 IZU 2 T! b2,1~f GEN 2 (UNCONFIRMED)
f4 b4,2 ff2~b MIA 1 T! f3+4 GEN 4 ff2~f GEN 2 (UNCONFIRMED)
ws3
b4,2 f3,2 IZU 1,1 T! b2,1~f GEN 2 (70)
b4,2 df1 f3,2 IZU 2 T! b2,1~f GEN 2 (70)
4 b4,2 f3,2 IZU 1,1 T! ff2~f GEN 2 (74)
b4,2 f3,2 IZU 2 T! f3+4 GEN 4 ff2~f GEN 2 (74)
b4,2 df1 ff2~b MIA 1 T! f3+4 GEN 4 ff2~f GEN 2 (74)
f2
f4 f3,4 T! uf3 f3,2 IZU 1+2 (67)
f4 f3,2 IZU 1,1 T! f3+4 GEN 4 ff2,3 (72)
4 f4 ff2~b MIA 1 T! ff2~f GEN 2 (73)
f4 f3,2 IZU 1,1 T! b2,1~f GEN 2 (73)
4 d1+2 T! f3+4 GEN 4 f3 b2,1~f GEN 2 (76)
4 b4,2 f3,2 IZU 2 T! b2,1~f GEN 2 (77)
4 b4,2 f3,2 IZU 1,1 T! ff2~f GEN 2 (78)
4 b4,2 ff2~b MIA 1 T! f3+4 GEN 4 ff2~f GEN 2 (81)
MIA 1
f3+4 GEN 4 b4,2 1 ff2~f GEN 2 (77)
f3+4 GEN 4 b4,2 1 1 ff2~f GEN 2 (UNCONFIRMED)
d1+2
b4,2 df1 f3,2 IZU 2 T! b2,1~f GEN 2 (NO WAY)
f3+4 GEN 4 b4,2 1 1 ff2~f GEN 2 (75)
f3+4 GEN 4 b4,2 1 1 ff2~f GEN 2 (UNCONFIRMED)
uf4,3
f GEN 4 b4,2 f3,2 IZU 2 (69)
f GEN 4 b4,2 ff2~f GEN 2 (71)
b3,2
b4,2 b4,2 (57)
b4,2 1 ff2,3 (59)
b4,2 f3,2 IZU 2 (63)
b4,2 df1 f3,2 IZU 2 T! b2,1~f GEN 2 (NO WAY)
f3+4 GEN 4 f3 b2,1~f GEN 2 (70)
f3+4 GEN 4 b4,2 f3,2 IZU 2 (UNCONFIRMED)
f3+4 GEN 4 b4,2 ff2~f GEN 2 (74)
b3,4,1+2
f3,2 IZU 1,1 T! ssr b2,1~f GEN 2 (UNCONFIRMED)
b3,4~d
ws2 f3,2 IZU 1,1 T! ssr b2,1~f GEN 2 (72)
IZU 2
4 b4,2 f3,2 IZU 1,1 T! ff2~f GEN 2 (81)
4 b4,2 ff2~b MIA 1 T! f3+4 GEN 4 ff2~f GEN 2 (85)
ws3+4
f4 f3,2 IZU 2 T! b2,1~f GEN 2 (74)
f4 b4,2 f3,2 IZU 2 T! b2,1~f GEN 2 (UNCONFIRMED)
f4 b4,2 ff2~b MIA 1 T! f3+4 GEN 4 ff2~f GEN 2 (UNCONFIRMED)
FC db1+2
4 f4 f3,2 IZU 2 T! b2,1~f GEN 2 (71)
f4 f3,2 IZU 2 T! f3+4 GEN 4 ff2~f GEN 2
f4 b4,2 ff2~b MIA 1 T! f3+4 GEN 4 ff2~f GEN 2
f2+3
uf2 T! b4,2 b2,1~f GEN 2 (68)
uf2 T! b4,2 f3 b2,1~f GEN 2 (71)
d3+4
df1 b4,2 f3,4 T! b2,1~f GEN 2 (73)
Low Parry
df1 b4,2 f3 b2,1~f GEN 2
4 b4,2 1 1 ff2~f GEN 2
Float
b4,2 f3,2 IZU 1,1 T! b2,1~f GEN 2
b4,2 ff2~b MIA 1 T! f3+4 GEN 4 ff2~f GEN 2
Counterhit Combos
asd
Wall Combos
W! 1+4,2,4
W! f3,2 IZU f1+2
uf4,3~f T! GEN 4 1+2
uf2 T! ff3,3+4 1+2
b2,1,2 T! ff2,2
df4 T! 1+4,2,4
W! db1,1,1+2
W! b2,1<1
W! f4,1+2
Heat Combos
asd
Guaranteed Followups
CH 4 → f2 __ 3+4
f4 → b4,2 __ 1+2 (heat)
u4__FC df3__CH GEN 1 → d1+2
FC df3 → f2 also works
CH f1+2__HEAT f1+2 → MIA 2
CH u2 → IZU 3 (heat)
CH (df1),2 → uf1
CH IZU f1+2 → uf1 __ 1+2 (heat)
Punishment
Block Punishment
asd
Whiff Punishment
1,2
f3,4
f2
df4
df2
u2
ss1+2
db1,1,1+2 at the wall!
Moves
Top Moves
asd
Neutral game
1,2 into sidestep poor frames but ss2 pretty air-tight and ss4 can only be jabbed - good followup if 1,2 was a punish. 1,2,2 guaranteed on CH otherwise can be ducked, if not it is + on block and on hit opens up stance game
df1 good poke, 2 extension is a safe high which can be mixed up with 1 extension which is a mildly unsafe mid with good damage and wallsplat
f4 good range, homing high, + on block, on hit guaranteed df1,1 or something like 1,2~ss__1,2,2
b2,1 fast nicely ranged move but frames arent the best
b2,2 can cover the high extension and remains safe
b2,1 +2 on hit -9 on block BUT b2,1~f catches grabs and fast lows for a reversal (GEN)
GEN 2 will armor almost anything and GEN 1 will crush highs except jabs
b2,1~b allows for an immediate sidestep from MIA to beat jabs, df1, df2
ff2 unsafe on block, ff2~f into GEN - GEN 1 beats jabs, GEN 2 beats almost everything
ff2~b into MIA on block can sidestep to evade most stuff even jabs
ff2,3 safe high or ff2,2 -13 on block mid to catch people mashing the stance transitions
on hit ff2 is +3, extensions are NC and on hit all her stance moves cant be interrutped
ss4 THE random ss move to use - surprising range, clips a ton of stuff, best move to enter heat, super plus on block and hit, +17 when entering heat, in heat its a launcher if holding forward (spends gauge)
uf3 safe mid, jumps low, CH launcher, decent range (approach), complement to f4 and safer alternative to hopkick for beating lows
u2 and f3,2 leads to izumo for powerful mixups, f3,2 is NC but ends on a high, has more damage and faster startup. If they duck, use u2.
from these transitions GEN 1, 3, 1+2, f1+2, 2+3 are enforceable even on block, on hit basically uninterruptible
you can use f,3 without fishing the string to test if they duck, f3~u and f3~d are useless
High/Mid Pokes
1__1,2__2,1 → safe quick jabs
df1 → classic mid check
df1,1__df1,2 → mid/high followup, mid is unsafe though
u2 → i23 homing high, +6 on block into IZU
4 → i12 safe high, KND on CH
f4
Low Pokes
d3+4 low poke and CH fisher, hurts on CH and jails
db3 generic low poke that is +2 on hit, at -12 not too risky
b1 long range evasive CH fisher, reactable but -10, can cancel with ~d into FC
db2 decent range high crushing low that is +2 on hit, barely seeable, good mixup for her ss moves
d4 decent long ranged low poke, d44 is NCc but not delayable, can try to read or react to opponents moves with d44 for CH
fc df2 best low and FC mixup game
Homing moves
f4 → safe homing high, plus on block
df3 → safe homing mid KND on hit
ff3 → safe homing mid
1,2,2
f3,2
u2
Wall game
df3 safe homing mid W!
b3+4 armored W! but -12 on block
ss4 good range, catches a lot of people moving or mashing, oppessive
d4,4 just dumb at the wall
db1,1,1+2 insane damage but launch punishable, huge whiff punish at wall
Crouch game
f2~d Access to FC: long range approach feint, as nothing is blocked opponents tend to freeze up
d2 Access to FC: enough +on hit to enforce everything except FC d3+4 and ws1+2, also forces crouch. if blocked frames are bad so dont press buttons
ws1 leads to a lot of options
ws1,1 high,high which leads to MIA and GEN with ~b__~f
ws1,4 high,mid if they duck ws1,1, -11 but can add the low
ws1,4,2 high,mid,low launch punishable
ws2 safe mid ch launcher with insane range and + on hit and -12 on block but there is an extension
ws2,1 more of a W! or punishment move but mid/mid can cover ws2 punishments
ws1+2 INSANE CH, safe, slow, long ranged, unscaled f2 or df2~1 followup on CH, does NOT evade or crush highs, recovers standing unless cancelled with ~d, +6 on hit -2 on block
FC df2 low damage, 0 on hit but very low risk (-11) and full combo on CH with ws3, crushes highs the entire time and during recovery!
FC df3 up close guarantees KND into f2 or uf2 but slower, recovers standing and -19
FC d3+4 long range mid, can recover standing or crouching with ~d, +5/-6 but has a 3 extension which is neutral on block and KND, little risk and good followup to FC df2 or mixup
Defensive game
f2 insane range whiff punish, f2~1 extension goes into heat instead of launch and makes it safe on block, if the opponent whiffs close can use df2~1 for more dmg, f2~d can be used agressively
b3 crushes lows, a bit evasive against highs, a bit harder to whiff punish, has extensions
b3,2 mid extension, safe on block but self-damaging, combo on hit but early T!
b3,4~d low kick extension, complements the mid extension, goes into FC with ~d
b1+3 i5 parry that cannot be held, 7f window, catches m/h punches and kicks
f4 AMAZING; insane range, homing, + on block, followups on hit in df1,1 for damage or 1,2~ss__1,2,2 ONLY weakness is it is high
d4 insane range low that pushes opponent away slightly
d4,4 NCc low/high but handy keepout move, you can use the extension if you see the opponent press buttons, safe on block only vulnerable to crouching
ws2 incredible safe CH launcher with great range, a bit linear but you can crouch in neutral baiting them in
b2,2 simple safe m/m NC, ideal to intercept people at range, +3 on hit but gives up turn on block
d1+2 high crushing back swing blow into big damage combos, safe on block, huge forward range but with self-damage
4 safe i12 “magic” 4 - not full CH combo but f2 followup for 36 damage or 3+4 for 48 damage but also self-damaging
b1 very slow low at i29 but only -10, has CH properties so can catch people during aggression as it is evasive and crujshes highs with decent range → usable
f1+2 “get-off-me” move with i12 and +2 on block, puts out good space on hit and leads to MIA stance where you can recover health, threaten moves or cancel into crouch/ss. bad range however
Situational Moves
FC3+4,3+4 → low crushing jump attack
uf3 → low crush, safe CH launcher
3+4 → low crush, ~d to crouch on block
u4 → dragunov uf4, can combo on certain wall axis
ss1+2 → safe homing mid, forces crouch
wr3 → low crushing mid, plus on block
uf3+4 → jump
b3 → evasive attack with combo followups
d3+4 → l,h CH launcher, safe if low hitrs
Throws
df2+3 (2)
uf1+2 (1+2)
FC db1+2 (1+2)
IZU 1+4__2+3 (1+2)
Strings
b2,2 → safe m/m, hit confirmable, delayable
2,1,4,1 → h,m,m,m
2,1,4,3 → h,m,m,h
2,1,1+2 → h,m,h
1,2,2 → duckable, transitions into IZU at + frames
1,2,4 → unsafe but catches opponents who duck (1,2,)2
1+4,2,4 → unsafe s.Low,h,h,m
1+4,2,d4 → unsafe s.Low,h,h,l (LAUNCH)
1+4,3,1 → unsafe s.Low,h,m,m
1+4,3,4 → unsafe s.Low,h,m,l
Heat
→ Self damaging moves dont self damage
1+2 Heat engager
f2,1+2 Safe long range heat engager, drains energy
ss4 Great pressure button into heat
IZU 3 heat engager from stance
MIA 2 heat engager from stance
Stances
All the stance transitions below are usually pretty + on block but also highs and f3,2 telegraphs the second hit:
Enter Miare with b1+2__f1+2~b__ws1,1~b__b2,1~b__ff2~b MIA 1 has self damage and MIA 2 is unsafe Can enter GEN by holding forward Can enter sidestep with u__d (b2,1~b MIA u__d is very evasive! but can only use SS moves until the step is over…) Can enter IZU via MIA 1+2 (just like u2__f3,2)
GEN 2 is armored which is beaten by lows and throws but GEN beats those if you press nothing GEN 4 is a +on block high and GEN 3(,2) is a mid option GEN 1 is a low that is + on hit and leaves her crouching In heat GEN 2+3 is a powerful low(?) Can also go crouching by holding d__df__db
From crouching she has a mixup: ws2 (CH launcher) or FC df2 (CH launcher) or db1+2 (throw into full combo) Can go back into GEN via ws1,1 (h,h!) alternatively ws1,4 which is a mid but leaves her standing or ws1,4,2 which is unsafe but leaves her crouching again or MIA by pressing back which can go back into GEN Can also crouch cancel into sidestep stance
From sidestep there is SS1+2 back into crouch (NC, good frames on hit, bad frames on block), or any non-sidestep move like b2,1(~b into MIA!)
IZU has the most powerful mixups but not a lot of transitions into other stances IZU 1 is a safe high check IZU 1,1 gamble IZU 3 mid and IZU 4,1 low mixup IZU 2 questionable but possible transition IZU 1+2 only ever used if the transition into IZU was ducked as safest option IZU f1+2 safe tracking mid, on CH free df1,1 IZU 4 leaves you crouching on hit, sacrificing damage but occasionally be used
Izumo = IZU u2
IZU 1,1 → h,h can be ducked, only used in combos IZU 1,2 → h,m IZU 2 → unsafe T! launcher, not used in neutral IZU 3 → safe heat engager IZU 4,1 → hellsweep IZU 1+2 → powercrush IZU f1+2 → safe homing mid, followups on CH
Transitions: MIA 1+2__1,2,2__u2__f3,2__f1__1,1
Genjitsu = GEN f3+4 (reversal against lows, throws)
GEN 1 → low poke, KND on CH GEN 2 → power crush, throws on hit, combo ender GEN 3 → overhead that forces crouch GEN 3,2 → safe self damaging mid GEN 4 → homing pressure high
Transitions: MIA~f__ff2~f__ws1,1~f
Miare = MIA b1+2
MIA 1 → safe T! launcher MIA 2 → launch punishable heat engager MIA 1+2 → same as u2
Transitions: ff2~b__ws1+2~b__f1+2
Sidestep: 1,2~u__1,2~d
Crouch: f2~d__b1~d__3+4~d__FC3+4~d__FC3+4,3~d__ws1+2~d
From crouch to crouch: FC d3+4__FC df2__ws1+2~d__uf3+4__ws1,4,2__uf3+4
Resources
Tutorial
Frame data
https://docs.google.com/spreadsheets/d/1QnD4tJoIxKhCGYynQ9vay8fMX1q-5LGolYAMbOfwWFw/edit#gid=0
Quick Guide
Quick guide
Combo video (TODO)