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Character Overview

Strategy

Gameplan

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Mixups

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Frame traps

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Combos

Normal Combos

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Counterhit Combos

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Wall Combos

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Heat Combos

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Guaranteed Followups

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Punishment

Block Punishment

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Whiff Punishment

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Moves

RA = ???

stomp = d4:1

Top Moves

ff2    i12 -9/+1  safe mid, very long range, very fast, best way to get in, goes into SEN with ~f at +2 on block and +12 on hit guaranteeing SEN 3 which is a heat engage that goes into another WR mixup

1,1,2    i10 -17/+11 SEN or +2 ~b  hit confirmable 10 frame standing punish that goes into SEN automatically, can stance cancel by holding ~b

db2    i20 -16/-3  unseeable standing low poke with good damage, once they start ducking you can use f4

f4    i20 m +2/+5  pressure mid that forces crouch, plus on block, guaranteed df1,2 followup if it hits a crouching opponent which is crazy at the wall

df1    i13 -3/+4  generic mid poke with extensions
df1,1    -4/+7 m,h  
df1,2    -14/KND m,m  heat engage, W!

EWGF    obvious

High/Mid Pokes

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Low Pokes

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Homing moves

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Defensive Moves

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Situational Moves

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Frame advantage

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Throws

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Strings

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At the Wall

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Okizeme

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Stances

SEN (f3)

SEN 3    most common option, fast high, +1 on block
SEN 2    safe mid if they crouch SEN 3
SEN 3+4    low from stance
SEN ????    unbreakable throw
SEN ????    overhead mid thats is +4 on block

WRA
main way to get into it is hellsweep~d or after heatsmash or ws4,4~d or WR 4 (e.g. after heat dash)
~df to cancel out of WRA into CD

WRA 2    safe mid, great after eg hellsweep usually wins
WRA uf3+4    very + on block and can go back into WRA stance with ~d and if they attack WRA 2 wins

Heat

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Resources

https://www.youtube.com/watch?v=yjx75KYtfEU