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!, can do df1,2~F d4:1 for good damage
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
when in heat HD WR 2 into WRA stance is really good because she automatically parries highs and mids
Heat
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Resources
https://www.youtube.com/watch?v=yjx75KYtfEU