Stance dancer. Risky / bad lows, bad poking. Decently linear. |
Strong pressure sequences if you don't commit to a read/option. |
SSR > b1, df2, df4, db4, uf4, |
SSL > df1, ? |
Both ways: ff2, WR1, jabs, ... |
HAE has auto parry, parries ALL highs and mids (hopkicks, |
elbows, knees, ...) Nothing guaranteed, but at least +9(true 50/50) |
"Punish" (uf4, ...) with i12 lows, dickjab or throw. |
Heat powers: Can use HAE stance. Entering HAE gives 1 level, |
(up to 3), giving more dmg on certain moves, and HAE uses less meter. |
WR1 improved: +5oB into HAE, followup oH. Reversal break. |
1+2 improved: +1/+10/+15oB into HAE, followup oH. Reversal break. |
ff2 improved: Now +17 on normal hit. Reversal break. |
Heat engagers: f1+2,3,1+2 | b1 | FC df2 | HRS2 | CAT3 |
Heat smash: i18 m, throw. Ends +10HAE / +10 oB. |
Horse stance (HRS). Transitions: ff2(+15oH,+17 oH in heat,+5oB) | |||
db3(+7oH, -11oB) | f3+4. Fastest moves: i16m, i17h (PC), i20l | |||
Cat stance (CAT). Transitions: 3+4(+23oH, 0oB) | df2(+11oH, 0oB) | |||
ws1,2(+11oH, 0oB) | 2,2(+11oH, -4oB) | uf1(+11oH) | ws4,2(+8oH, 0oB) | |||
uf4(-5oB) | 1,2,2(+8oH, -8oB) | b3+4. Fastest moves: i13h, i16m, i19l | |||
Stalking wolf stance (WLF). Transitions: HRS4(+8oB) | | |||
HRS1(+16oH, +1oB) | CAT1+2(+27oH, -3oB) | QCF1+2,2(+24oH, -6oB) | |||
CAT4(+8oH, -6oB) | stance~f. Fastest moves: i15m, i20l | |||
Heaven and earth (HAE). Transitions: stance~u | WLF1(+10oB) | |||
HT1+2(+1/+10/+15oB) | HS(+10oB) | HT WR1(+5oB) | HRS2(+8oH) |
−15 pushback | ff4,3(-27) | qcf2,2,1+2(-17) | | ||||||
−15 | 1,2,2(-16 (-8 CAT), "-12" in heat) | f1+2,3,1+2(-15) | b3,4,1+2(-15) | | ||||||
−14 | 4,3 | ff3 | qcf2,2 | QCF1+2,2(-6 WLF, "-10" in heat) | FC df2 | CAT4,3+4 | | ||||||
−13 | f2,4 | f1+2,3 | df1,3 | b1+2 | uf4(-5 CAT, "-9" in heat) | uf,n,4 | ff4 | ff1+2 | ws1,4 | | ||||||
−12 | 2,2 (-4 CAT, "-8" in heat) | f4,3,1 | df3,4 | QCF1+2 | ws2 | ws3 | | ||||||
-11 / -10 | f3(-11) | f4,3(-10) | f4,3,4(-10) | f1+2(-10) | b2,3(-10) | b3,1(-11) | b3,4(-11) | HRS2(-10) | CAT2,2(-10,-10) | | ||||||
-11 / -10 | CAT2,3,1(-10,-10,-10) | CAT1+2(-11 (-3 WLF), "-7" in heat) | HAE1(-11) | |
−15 | d3 (-16, followup jails, can always launch. ) | db3(-11 HRS, meaning -15 even in heat) | FC df3(-26) | HRS1+2(-18) | | ||||||
−15 | WLF4(-16. 2 hits, but they jail and force crouch) | | ||||||
−14 | d2 | CAT4(-6 WLF, "-10" in heat, i16 gap before followup) | | ||||||
−13 | 1,2,4 | db4 | d1+2(hand stomp) | | ||||||
−12 | |||||||
−11 / -10 |
f1+2,3,1+2: Jails, just spam punish. Easy option is to spam i10 until the last hit (-15). | |||||||
f3,4: Dickjab? Gets crushed by followup, but you're at least +6 when both characters whiff, and stops all mindgames. | |||||||
d3,1,2: Jails, just spam a launcher if you block the first hit. Last hit might catch you if you wait too long for the second hit. | |||||||
10-hit: High on #3, low on #4 (starts with 2,1) | |||||||
qcf1+2,2: Can step delayed version both ways (last hit very delayable, and CH launch, might be a common tactic) |
8f to leave all stances? 4f to enter HAE and activate parry (i.e. -8 in HRS is -12, etc). |
1+2* (+7 / +17 WC) | HT 1+2*(+1/+8 /+15HAE / -5/+4/+7) | df4~3(+8) | HRS4(+8 WLF) | |
HT WLF1 / WLF1* (+10HAE / +15) | QCF4(+1) | HRS1(+1 WLF) | df4~4(+6c) | WR1(+6~8) | |
WR3(+6~8) | HAE2(+6) | b1(+2) | QCF4(+1) | HRS1(+1 WLF) |
f3,4(+1) | 3+4(+0 CAT) | df2(+0 CAT) | ws1,2(+0 CAT) | ws4,2(+0 CAT) | SS2(+0c) | |