Thank you for downloading this moveset mod!

This mod has been in the making since approximately heihachi came to Tekken 8, and since then had to be remade two times because a fatal error caused the mod to crash, but now it's done.

The goal of this mod is to take tekken 7 Miguel, and infuse him with the tekken 8 mechanics and system changes, and to keep things hopefully balanced. Balance changes were made in the spirit of the mod author's interpretation of Miguels strengths and weaknesses.

If you can, always give feedback! and if you have any questions, you can contact me on nexusmods.com via "Melonpizza" or on Tekkenmods.com under "Melonpizza#34750".

Legend:
Line 9 --- Legend
Line 30 --- Installation guide
Line 52 --- Version History
Line 63 --- Meaning of Symbols and Phrases
  '- Line 112: For the changes
  '- Line 159: For the followups, combos and punishment guide
Line 168 --- Moves and Cancels removed
Line 191 --- Moves Changed and Added
Line 314 --- Detailed Changes
Line 1097 --- Followups, Combos and Punishment Guide
   '- Line 1112: Recommended ground-hit followups
   '- Line 1124: Moves and strings that guarantee ground hit followups
   '- Line 1140: Moves and strings that guarantee standing followups
Line 1160 - Combos
   '- Line 1190: Combo routes
   '- Line 1289: Exceptions
   '- Line 1397: Wall combos
Line 1429 - Punishment
Line 1497 --- For the modders

----------------Installation guide-------------------
Prerequisites:
- You need the OLD version of Kilo's moveset extractor
Link: https://github.com/Kiloutre/TekkenMovesetExtractor/releases
- Tekken 7, DLC's not needed

Instructions:
1. Download the moveset extractor via the link. (Download the zip under the "version 1.0.32.38-fix")

2. Install the moveset extractor by extracting the contents of the zip to a desired location

3. Launch the "TekkenMovesetExtractor.EXE", and go to the game addresses button on the top right of the extractor and click it so the program can detect Tekken 7

4. Take the "Tekken 8 Miguel" folder from the zip of this moveset mod, and place it into the "extracted_chars" folder of the moveset extractor. (if it doesn't exist, create it manually.)

5. Launch Tekken 7 and the moveset extractor

6. When Tekken 7 is active, select "Tekken 8 Miguel" in the extractor, and then press the "Set online local player" button. Wait for the text to the left to finish, and then you're ready to use this moveset in offline modes.

6.5: Make sure you select Miguel, because while the moveset is loadable to any character, it can cause balance issues not selecting Miguel such as Moves whiffing or hitting when they shouldn't.

Extra step for online: if you are using this moveset, make sure the player you are going up against also has the moveset installed, and pressed the "Set online remote player" button in Step 6 instead of "Set online local player", and vice versa, or press both buttons and wait them out if you and the player you are going up against plan a mirror match.
-------------------Version History-------------------
v1.0
Issues:
- Grabs are Breakable after a defensive action
- If the opponent gets hit after a heat burst, and does not tech or wallsplat, the next relaunch into heat dash will give a guaranteed followup instead of continuing the combo as usual.
- ub+1+2 shows incorrect frames in the detailed frame display
- Heat doesn't deplete over time
- Heat isn't visually shown
- Chip damage isn't recoverable
- Extra-scaling (Heat dash, heat burst, some attacks that guarantee another attack) is incorrect on wallsplat

----Meaning of Symbols and Phrases----
Inputs:
1 = Input left punch.

2 = Input right punch.

3 = Input left kick.

4 = Input right kick.

f = Input forward.

b = Input backward.

d = Input down.

u = Input up.
 \_ If the directions (f,b,d,u) are in uppercase, they are held inputs.
   \__ If two directions are right next to each other, they are inputted together (f.e. df; uf; db etc.)

n = Neutral: Input nothing.

Inputs - Additional Details:
x° = Hold non-directional inputs.

x,x = Press inputs after each other.

x+x = Press both (or more) inputs together.

x~x = Press inputs quickly (or in a given Time-Window) after each other.

:x = Just-frame: Press input the frame (so if FPS equals 60, 1/60th of a second) or up to three frames in the given requirement (f.e. on hit)

FC+x = Full crouch: Press input while Crouching (to Crouch, input D)

WS+x = While standing: Press input while standing up after crouching (to do this, input D,n)

WR+x = While running: Press input while running (to run, input f,f,f)

SS = Sidestep in any direction (to input, press u or d)

SSR = Sidestep right: Sidestep into the foreground (to input, press d)

SSL = Sidestep Left: sidestep into the background (to input, press u)

SVG = Miguel-exclusive -> Go into Savage Stance (either manually with 3+4, or via transitions from Specific moves, f.e. (2,1)~F; (df+4,1)~F etc...)

x,P,x = Input if the first move successfully parries

For the changes:
(x,)x = The inputted move is not the subject of the change, but the following move(s) is (or are).

+X = Frame advantage: Time gained through requirement in frames.

-X = Frame disadvantage: Time lost through requirement in frames.

KND = Knockdown: Opponent is knocked down through requirement.

FUFT = Face up feet towards: Opponent is laying on ther back with their feet towards you through requirement.

FDFT = Face down feet towards: Opponent is laying on ther Stomach with their feet towards you through requirement.

FUFA = Face up feet Away: Opponent is laying on their Back with their feet Away from you through requirement.

FDFA = Face down feet Away: Opponent is laying on their Stomach with their feet Away from you through requirement.

WSP = Wallsplat: Opponent is wallsplatted through requirement.

WB = Wallbreak; Wall-/balconybreak interaction is triggered through requirement

FB = Floorbreak; Floorbreak interaction is triggered through requirement

BLK = Requires the move to be blocked OR requirement leaves opponent able to block.

FC = Leaves opponent crouching through requirement.

SCD = Scaled: Followup is scaled by 70% (unless noted otherwise).

on CH = Requires the move to counter-hit.

on hit = Requires the move to hit.

on whiff = Requires the move to whiff.

+ (Text) = A buff (= Improvement) to a move.

- (Text) = A Nerf (= Deterioration) to a move.

} (Text) = If a move or cancel is new: Details; else if the change is neither a buff or nerf, or the change isn't as impactful.

\\ (Text) = The text contains extra details to a Move, like animation origin.

\_ (Text) = Effects of a change on other things like block advantage.

Xtu = Tekken-Units: Distance measured in the "Distance from opponent" value from the detailed frame advantage. f.e you're 2tu away from your opponent at round start, or a backwards jump covers 1,35tu

For the followups, combos and punishment guide:
=> = Use the next attack after the previous one

=TF> = Move needs to inflict a Tornado-flip

=STF> = Move needs to inflict a Short-Tornado-flip

(Text) = Move is neccessary, or needs to whiff

--------Moves and Cancels Removed-------
(1,2,)1+2
(1,)3
(3,)4*
f+2"
(f+2,)1*
(df+1,)1*
(df+1,1,)2*
(df+1,1,)3*
(df+1,)2*
(df+2,)d+2*
df+1+2**
(db+3,)4*
b+3***
ub+1,4*
(b,df+4)~F
f,f+3*
(SVG, 3,3)~F

*Repurposed
**Remapped to UF+1+2
***Remapped to u+3

-------Moves ○Changed and •Added--------
Heat Engagers:
○(df+3,)2
○(f,f+2,)2
○(SVG,) 4
○•(WS+2,)1
○b+3
○•2+3

Special Heat Actions:
○•During Heat 2+3
○•During Heat 3+4
○•During Heat (f+1+2)~F
○•During Heat (f+3+4)~F
○•During Heat (f+3+4),P
○•During Heat (f+3+4,P,)2
•During Heat (f+3+4,P,)2+4
•During Heat (f+3+4,P,)1+2
•During Heat (f+3+4,P,)1+2°
○•During Heat (df+4,1,)2
•During Heat df+3+4
○•During Heat (d+3+4,)1+2
○•During Heat (db+2)~F
○•During Heat b+1
○•During Heat (uf+4)~F
○•During Heat WR+4
○•During Heat (SVG,) 2+3
○•During Heat (SVG,df+1,1,)2
○•During Heat (SVG,)u
○•During Heat (SVG,)d

Normal Moves:
○1
○(1,)2
•(1,2,)1
○(1,2,)4
•(1,)3
○•(1,)4
○3
○•(3,)3
○4
○1+2
○(1+2,)1+2
○f+2+3
○f+3
○(f+3,)4
○•(f+3,4)~F
○(f+4,)2
○f+1+2
○•(f+3+4),2
○df+1
○df+1~F
○(df+2,)1
○df+3
○(df+3),2
○df+4
•(df+4,1)~2
○(df+4,1,)1
○d+2
○d+1+2
○d+3+4
○db+1°
○db+2
○db+3
○b+1
○b+2
○(b+2,)2
○b+4
○ub/u/uf+1
○ub/u/uf+2
○•(ub/u/uf+2,)P
○ub/uf+3
○•(ub/uf+3,)2
○•(ub/uf+3,2)~F
○(ub/uf+3,2,)2
○ub/u/uf+4
○•ub+1+2
○•(ub+1+2,)1+2
○u+3

Special Inputs:
○f,f+2
○(f,f+2,)1
•(f,f+2,)3
○b,df+4
○WS+1
○•(WS+1,)2
○WS+2
○(WS+2,)4
○•(WS+2,)1
○WS+3
○•WS+4
○•(WS+4,)3
○(WS+1+2,)4
○(WS+1+2,4,)1
○•(WS+1+2,4,1)~F
•(WS+1+2,4,1)~2
○(WS+1+2,4,1,)1
○•WR+2
○WR+3
○FC,df+2
○FC,df+4
○(SVG,1,)1
○•(SVG,1,1),2
○•(SVG,1,1),hit:2
○(SVG,1,)2
○(SVG,1,2,)1
○•(SVG,1,)4
○(SVG,)2
○(SVG,)3
○(SVG,3,)3
○(SVG,)df+1
○•(SVG,)df+1,1
○•(SVG,)df+1,1,3
○•(SVG,)df+1,1+2
○(SVG,)db+4
○•(SVG,db+4)~F
○(SVG,b+1,)4
○(SVG,)b+3
○•(SVG,)b+4
○(SVG,b+2),P
○(SVG,)uf+3

------------------Detailed Changes-----------------
 = (1,)2:
+ CH-reaction added: guarantees (1,2,)1
- Deals 7 instead of 12 damage

New = (1,2,)1:
\\ Animation from Tk6 arcade miguel (f+2,)1
} Deals 18 damage
} High
} Active at i13-i14
} Recovers at i52
} -5 on block
} +3 on hit

 = (1,2,)4:
+ Deals 25 instead of 20 damage

New = (1,)3
\\ Based on Tk7 marduk f+3
} Cancels at i20
+ Now -6 and 15 chip damage instead of -8 with pushback on block
+ Now active at i16 instead of i23/i24
+ Deals 25 instead of 13 damage
+ Recovers at i56 instead of i59
- Now +3 instead of +5 on hit

New = (1,)4
\\ Based on Tk7 miguel (db+3,)4
} Cancels at i12
+ Now active at i22/i23 instead of i24/i25

New = 2+3
\\ Heat Burst
\_ } 12 damage i16 power crush that engages heat and rebounds opponent in juggles but with extra scaling and cannot k.o. the opponent
\\ Based on FC,f+2

New = During Heat 2+3:
\\ Heat smash
} Uses all remaining heat
\\ Split into multiple hits
  First hit:
\\ Based on f+1+2
+ Hits at 1,55tu instead of 1,15tu
+ Deals 10 chip damage on block
+ Opponent recovers at i35 on block
\_ + Opponent cannot counter the second on block, unless he has a parry for it
- Deals 17 instead of 20 damage
} Does not transition into the third hit on block
} Launches the opponent into the air
- Active at i17/i18 instead of i15/i16
  Second Hit:
\\ Based on u+3
- Not a heat engager
} Transitions into SVG on block
- Now hits at i30/i32 instead of i30/i33
If the first Hit is blocked/whiffs:
+ Now +3/+5 with 15 chip damage on block
+ Now +10/+12 instead of +7/+10 on hit
  Third hit:
\\ Based on (SVG,)db+4
  Fourth hit:
\\ Based on (SVG,d+4,)3
- Deals 12 instead of 17 Damage
  Fifth Hit:
\\ Based on b+4
- Now +10(+1) WB instead of +10(+1) WSP on Hit

 = 3:
- Now active at i14 instead of i13

New = (3,)3:
\\ Based on TK7 miguel (SVG, 3,)3
\_Therefore it can also cancel into SVG 
+ hits at 0,88Xtu instead of 0,49tu
- Counter-hit reaction removed

 = 4:
+ Now -4 on block instead of -9
- CH Gives +30 KND instead of +30(+20) launching

 = 1+2:
} Juggle-hit Reaction Changed, Giving +24/+27(+17/+20) WB instead of +2 FB
\_ \\ Is Like f.e. (f+4,)2's juggle-hit Reaction

 = [1+2,]1+2:
\\ Juggle-hit reaction changed, but nothing significant changes
+ Ground-hit reaction changed, giving +4(-6) instead of -7(-15)
\_ \\ Is like f.e. Tk8 Law 1+2's ground-hit reaction
- No longer a natural combo
} CH now +68(+52) Insta-tornadoflips instead of +58(+38) screwing

New = During heat 3+4
} Uses 15% Heat
\\ Based on 3+4
+ Transitions into SVG ai i1 instead of at i8

 = f+3:
+ No pushback on juggle-hit
+ Hits at 0,87/0,92tu instead of 0,7/0,75tu
- Deals 8 instead of 13 Damage
} Juggle-hit adjusted, so that (f+3,)4 doesn't hit grounded but in the juggle
\_ - No extra damage

 = (f+3,)4:
+ Cancels at i22 instead of i30
+ Tornado-flip property added
+ Now -13 on block instead of -15
- Gives +34(+16) KND WSP with big pushback on CH instead of +44 launching
- Now delayable up to i32 instead of i45
} Deals 16 instead of 17 damage

New = (f+3,4)~F:
} Transitions into SVG at i51

 = (f+4,)2:
+ Ground-hit reaction changed, now giving +5(-5) instead of -7(-15)
\_ \\ Is like f.e. Tk8 Steve (3,1,)1's ground-hit reaction
- No longer screws due to system changes
- CH-reaction removed

 = f+1+2:
- KND on hit changed, giving +10 KND instead of +37(+29) KND WSP
- Now active at i15/i16 instead of i14/i15
- Juggle-hit reaction changed, giving +31(+21) WB instead of +26(+19) WB as well as ending the combo
\_ \\ Is like f.e. Tk8 King (f+2,)1's juggle-hit reaction

New = During heat (f+1+2)~F
\\ Based on f+1+2
} Uses 20% heat
\\ Transitions into SVG at i38

New = (f+3+4),2
\\ Based on Tk7 Miguel f+2
} Cancels at i30
} Delayable up to i150
+ Now gives +11 KND on CH

New = (f+3+4~F),2
\\ Based on (f+3+4),2

New = During heat (f+3+4,)F
+ Now power-crushes at i8/i149
\\ Can be cancelled into normal version by letting go of F and vice versa
} Uses 25% heat for EVERY Cancellation

New = During heat (f+3+4),P
} Uses 25% heat
} Time with opponents high or mid attack to parry
\_ } You take 20 self damage from parrying

New = During heat (f+3+4,P),2
\\ Based on FC,f+2
- Deals 20 instead of 32 damage

New = During heat (f+3+4,P,)1+2
\\ Based on Tk7 Gigas b+1+2
+ Now +15 SCD instead of +5 FC on hit
+ Power crush property Added
\_ + -9 with pushback and 10 chip damage on block upon absorbing an attack
- Now deals 20 instead of 30 damage
- CH-reaction removed

New = During heat (f+3+4,P,)1+2°
\\ Based on during heat (f+3+4,P,)1+2
+ Now +12 SCD instead of -9 FC on Block
- Now +35 near KND instead of +15 SCD on hit
- Now Active at i36/i37 instead of i25/i26

New = During Heat (f+3+4,P,)2+4
\\ Based on Tk7 Gigas opponent facing left 1+3(or 2+4)

 = df+1:
\\ Based on TK7 Miguel (SVG,) df+1
\_ + Therefore it can also cancel into SVG
+ Gives +13 BLK on crouch-hit
- Now active at i15 instead of i14

 = (df+2,)1:
+ Tornado-flip property added

 = df+3
+ Now hits at i15-i16 instead of i16
- Recovers at i45 instead of i41
\_ - Now -10 instead of -6 on block
\_ - Now +1 instead of +5 on hit

 = (df+3,)2:
+ Heat engager
\_ } Guaranteed ground-hit on heat dash
+ Cancels at i16 instead of i18
+ Deals 19 Instead of 14 damage
+ Juggle-reaction now wall/balcony-breaks
- Recovers at iX instead of iX
- Crouch-hit reaction removed
- Juggle-hit reaction changed, giving +30(+20) WB with big pushback instead of +26(+19), ending the combo
\_ \\ Is Like f.e. Tk8 King (f+2,)1's juggle-hit Reaction

 = df+4:
} Hit Animation Changed
- Now Active at i15 instead of i14-i15

 New = (df+4,1)~2:
\\ Animation from TK6 Arcade Miguel f+2
} Deals 15 Damage
} High
} Active at i24/i25
} -12 on Block
} +10 WSP on hit

 = (df+4,1,)1
\\ Based on Tk7 Miguel (SVG,1,)1
\_ Therefore a high move
} Deals 21 instead of 20 Damage
+ Now -3 instead of -9 on Block
- Now gives 0 instead of +20 KND on Normal Hit
- Now gives +17 KND instead of +47 launch on counter-hit
- Juggle-hit reaction changed, giving +24(+14) WB with big pushback instead of +18(+11), ending the combo
\_ \\ Is like f.e. Tk8 King (f+2,)1's juggle-hit reaction

New = During Heat (df+4,1,)2
} Uses 25% heat
\\ Based on (SVG,)b+2
} Cancels at i25
} Delayable up to i35
+ Now active at i17 instead of i23
+ Now parries at i1/i4 instead of i3/i10

New = During heat df+3+4
\\ Animation from Tk7 Bryan b,df+4
} Mid
} Active at i25/i27
} +26 on hit; +2 on block; +41(+31) WB on juggle-hit and +22(+12) on ground-hit
\_ \\ Is like f.e. Tk8 Law 1+2's ground-hit reaction and Tk8 King (f+2,)1's juggle-hit reaction
} Deals 10 damage
} Recovers at i42 into SVG
} Uses 25% Heat

 = d+2:
\\ Based on Tk7 Miguel (b+2,)2
+ Now active at i16 instead of i26-27
+ Now gives +6 FC instead of +3 FC on Hit
+ Now -5 FC instead of -7 on Block
- Now deals 17 damage instead of 22
- Now gives +12 FC BLK instead of +44 launching on CH

 = d+1+2
+ Now hits at i20/i22 instead of i21/i24
+ Hits grounded opponents
+ Now hits at 1,93/2tu instead of 1,76/1,79tu
+ Ground-hit reaction changed, giving +8(-4) instead of -5(-13)
\_ \\ Is Like f.e. Tk8 Paul d+1+2's ground-hit reaction
- Recovers at i57 instead of i56
\_ - Now -14 instead of -13 on block
-  juggle-hit reaction changed, giving +21(+11) WB instead of +15(+8) WB
\_ \\ Is like f.e. Tk8 King (f+2,)1's juggle-hit reaction

 = d+3+4
+ Now active at i19-20 instead of i21-i22
+ Now -9 with 10 chip damage and pushback instead of -15 with pushback
+ Recovers at iX instead of iX
} Juggle-hit reaction has less pushback
- Now +73(+57) Insta-tornado-flips on CH instead of +44 launching

New = During heat (d+3+4),1+2
} Uses 30% Heat
\\ Based on f+1+2
} Cancels at i14
\\ d+3+4 gains different properties upon cancelling into 1+2
\_ } Juggle-hit reaction changed
  \___ \\ Animation like f.e. Tk7 Miguel (SVG,b+1,)4's juggle-hit reaction
\_ - Now leaves the opponent standing
+ Now -7 instead of -5 on block, but with better pushback and 10 chip damage
+ Now gives +18(+9) far KND WSP instead of +10 KND

 = db+1°:
+ Now -14 instead of -18 on block
+ Ground-hit reaction changed, giving +X(+X) FDFT instead of +X(+X) FUFT
\_ \\ Is like f.e. Tk8 Jin d+4's ground-hit reaction
+ Recovers faster on juggle-hit and grounded-Hit
\_ + Now +30(+23) instead of +13(+6) on juggle-hit
\_+ Now +4(-6) instead of -7(-15) on grounded-Hit
} Juggle-hit Property Changed
\_ \\ Is like f.e. (f+4,)2's juggle-hit reaction
- Normal-Hit changed to launch the Opponent +33 Backturned instead of +40 Normal

 = db+2:
+ Recovers at i49 instead of i51
- Juggle-hit changed, giving a better hitbox, but being +36/+38(+18/+20) instead of +28(+21)
\_ \\ Is Like f.e. Tk7 Heihachi f,n,df:1's juggle-hit reaction

New = During Heat (db+2)~F
\\ Based on db+2
} Uses 20% Heat
\\ Transitions into SVG at i46
\_ + Now +39/+41(+21/+23) instead of +36(+18) on juggle-hit
- Additional scaling on first juggle-hit

 = db+3
+ Ground-hit reaction changed, giving +2(-8) FDFT instead of 0(-8) FUFT
\_ \\ Is like f.e. Tk8 Jin d+4's ground-hit reaction
+ CH-reaction added: gives +15 SCD
- Now active at i19/i20 instead of i18/i19
- Now -15 instead of -12 on block

 = b+1:
+ CH additionally gives +15 standing advantage SCD
\_ - The launch is therefore scaled like f.e. Tk8 Leroy b+1+2
- Deals 12 instead of 17 damage

New = During Heat b+1:
\\ Based on b+1
} Uses all remaining heat
} CH now launches like f.e.Tk7 Miguel db+4
\_ + Launch isn't scaled
\_ + Opponent axis doesn't shift
\_ - Now +41 instead of +50 on CH
+ Deals 28 instead of 14 on CH
+ Now active at i10 instead of i11
- Deals 1 damage instead of 12 on hit
- Gives -11 instead of +1 on hit
- Now -18 instead of -10 on block
- Miguel ends up backturned on whiff

 = b+2:
+ Now deals 20 instead of 15 damage
+ Now -9 with 10 chip damage instead of -6 on block
} Less pushback on hit and block

 = (b+2,)2:
\\ Based on Tk7 Miguel (WS+2,)2
+ NH-reaction now gives +15 SCD instead of +6
+ Now -11 instead of -12 on block
+ Now deals 13 damage instead of 8
- No longer a natural combo

 = b+3
} Remapped to u+3
\_+ Can now be done from FC and/or WS
+ Heat engager
\_ } Launches on heat dash
+ Now Doable from SVG
+ Recovers at i53 instead of i58
\_ \\ Normal-hit and block advantage stay the same
+ Pushback on ground-hit reduced
\_ \\Attacks like u+3; (SVG,) f+2 or (SVG,) db+3 can connect.
- Juggle-hit changed to be techable
\_ - No guranteed followup
- Counter-hit property removed

 = b+4
+ Now -9 with 10 chip damage and pushback upon absorbing an Attack
- Wall-bounce removed sue to system changes
-  Juggle-hit reaction changed, giving +21(+11) WB instead of +17(+10) WB
\_ \\ Is like f.e. Tk8 King (f+2,)1's juggle-hit reaction
+ Ground-hit reaction changed, giving +8(-4) instead of -4(-12)
\_ \\ Is like f.e. Tk8 Paul d+1+2's ground-hit reaction

 = ub+1
\\ Based on uf+1

 = ub+2
+ Now doable from SVG
\\ Based on Tk7 Miguel (df+1,1,)2
+ Deals 20 instead of 18 damage
+ Ground-hit reaction changed, giving +9(-3) instead of -5(-13)
\_ Is like f.e. Tk8 Paul 1+2's ground-hit reaction
- CH property removed
- Now 0 on hit and -13 on block

New = (ub+2,)P
\\ Time With opponents kick to parry
\\ Based on ub+2
+ Deals 25 instead of 20 damage
+ Gives +15 KND WSP instead of 0

 = ub+3
\\Based on uf+3

 = ub+4
\\ Based on uf+4

New = ub+1+2
\\ Based on Tk7 Miguel rage drive first attack
\_ } Does not auto-cancel into the second hit
} -8 on block
} +9 on hit
} Recovers at i61
+ Deals 19 instead of 10 damage
- Now active at i19/i21 instead of i17/i18

New = (ub+1+2,)1+2
\\ Based on Tk7 Miguel rage drive second attack
+ Now delayable up to i25
+ Deals 20 instead of 10 damage
+ Recovers at i66 instead of i72
- Now active at i23/i24 instead of i18/i19
- Normal-hit changed: Front-hit gives +27(+22) instead of +59(+39) WS on front-hit, and +33 KND on any off-axis hits
\_ - Only heat burst or f,f+2 as pick-up options
-  Juggle-hit reaction changed, giving +30(+20) WB instead of +39(+59) WB
\_ \\ Is like f.e. Tk8 King (f+2,)1's juggle-hit reaction

 = u+1
\\ Based on uf+1

 = u+2
\\ Based on ub+2

 = u+3
\\ Based on b+3

 = u+4
\\ Based on uf+4

 = uf+1
+ Ground-hit reaction changed, giving +9(-3) instead of -6(-14)
\_ \\ Is like f.e. Tk8 Paul d+1+2's ground-hit reaction

 = uf+2
\\ Based on ub+2

 = uf+3
+ Now doable from SVG
\_ } In SVG, via ub+3
- Deals 15 instead of 17 damage

 = (uf+3,)2
\\ Based on Tk7 Miguel ub/u/uf+2
- Deals 10 instead of 17 damage

New = (uf+3,2)~F
} Transitions into SVG at iX

 = (uf+3,2,)2
\\ Based on TK7 Pre-S4 Miguel f+2
} Cancels at i18 to i27
+ Short-Tornado-flip property added
- Now deals 20 instead of 26 damage
- CH now +78(+62) Insta-tornadoflips instead of +61 fully launching
-  Juggle-hit reaction changed, giving +33(+23) WB instead of +24(+17) WB
\_ \\ Is like f.e. Tk8 King (f+2,)1's juggle-hit reaction

 = uf+4
+ Now Doable from SVG
- Now Gives a +26 FDFA Launch instead of a +33(+23) FUFT Launch
\\ Like f.e. Tk7 Jin CH b+3

New = During heat (uf+4)~F
\\ Based on uf+4
} Uses 15% heat
} Cancels into SVG at i44

 = f,f+2
- Now -1 instead of +2 on hit
- Now deals 11 instead of 14 damage

 = (f,f+2,)1
} FD juggle-hit now same as the other hits
\_ - No Longer Guarantees Attacks on FD juggle-hit

 = (f,f+2,)2
+ Heat engager
\_ + Launches on heat dash
- Deals 20 instead of 23 Damage
} Juggle-hit reaction changed
\_- More Pushback but lower Wall Splat

New = (f,f+2,)3
\\ Animation from Tk7 Heihachi (b,f+2,)3
} Deals 10 damage
} High
} +4 On hit; +22/+24(+15/+17) on juggle-hit
} -5 with pushback on block
} Active at i23

 = b,df+4
+ Ground-hit reaction changed, giving -6(-16) instead of -8(-16)
\_ \\ Is like f.e. Tk8 Steve (3,1,)1's ground-hit reaction
- Deals 24 instead of 28 damage
} Pushback on CH added
\_ - db+2 requires precise dashing, making WR+2 more reliable.

New = WR+2
\\ Based on f,f+2
+ Deals 16 instead of 11 damage
+ now +2 instead of -1 on hit
\_ } (WR+2,)1 hits airborne if not delayed, allowing for floorbreaks
+ Now active at i15/i16 instead of i18/i19

New = (WR+2,)1
\\ Based on (f,f+2,)1
+ Now delayable up to i26

New = (WR+2,)2
\\ Based on (f,f+2,)2

New = (WR+2,)3
\\ Based on (f,f+2,)3
- Now cancels at i27 instead of i25

 = WR+3
+ Ground-hit reaction changed, giving +8(-4) instead of -7(-15)
\_ \\ Is Like f.e. Tk8 Paul d+1+2's ground-hit reaction
-  Juggle-hit reaction changed, giving +22(+11) WB instead of +13(+6) WB
\_ \\ Is like f.e. Tk8 King (f+2,)1's juggle-hit reaction
- Now +6 with 10 chip damage instead of +9 on block due to system changes

New = During heat WR+4
} Uses 25% heat
\\ Based on (1,2,)4
+ Now active at i18 instead of i22

 = WS+1
+ Active at i10-i11 instead of i11-i12

New = (WS+1,)2
\\ Based on Tk7 Miguel d+2
+ Active at iX instead of iX
+ Deals 10 chip damage on block
+ More pushback on block
- Deals 20 instead of 24 damage
- Now -9 FC instead of -7 on Block

 = WS+2
+ Now does 17 instead of 10 damage
+ CH-reaction added: Leaves opponent standing for +X

 = (WS+2,)4
- Screw property removed due to system changes
+ Tornado-flip property added
\_ \\ Animation adjusted for Consistency Reasons
+ Now recovers at i50 instead of i62
+ Now gives +28 near KND instead of +13(+4) far KND WSP on front and back hit
- CH property removed
- Now deals 20 instead of 25 damage

New = (WS+2,)1
\\ Based on Tk7 Miguel ub+1
\\ Delayable up to i30
+ Heat engager
\_ } Guaranteed ground hit on heat dash
+ Deals 25 instead of 15 damage
} Cancels at i22

 = WS+3
+ Power crush property added
\_ + Therefore -9 with pushback and 10 chip damage on block upon absorbing an attack
- Now -14 instead of -12 on block
-  Juggle-hit reaction changed, giving +33(+22) WB instead of +19/+22(+12/+15)
\_ \\ Is Like f.e. Tk8 King (f+2,)1's juggle-hit reaction

 = WS+4
\\ Based on Tk7 Katharina b+4
+ Now active at i11/i12 instead of i17/i18
+ Recovers at i44 instead of i51
+ Now -8 instead of -15 on block
- Pushback on block and hit reduced
- Now +3 instead of +8 on hit
- Now deals 11 instead of 17 damage
- Now hits at 0,39/0,4tu instead of 0,65/0,67tu
- CH property removed

New = (WS+4,)3
\\ Based on (SVG,d+4,)3
} Cancels at i27
+ Recovers at i58 instead of i60
+ Now active at i13 instead of i26
+ Now 0 instead of -2 on hit
+ Now -13 instead of -15 on block
+ Now hits at 1,14tu instead of 0,81tu
- Now deals 15 instead of 17 damage

 = WS+1+2
+ Now active at i13 instead of i15
- Deals 10 instead of 15 damage

 = (WS+1+2,)4
\\ Hit and Block Properties Animation Changed to Reflect df+4
+ Cancels at i21 instead of i25
- Does 7 instead of 10 damage

 = (WS+1+2,4,)1
+ Cancels at i14 instead of i20
+ Now recovers at i44 instead of i50
+ Now +6 instead of -5 on hit
+ Now -5 instead of -11 on block

New = (WS+1+2,4,1)~F
} Transitions into SVG at iX

New = (WS+1+2,4,1)~2
\\ Based on (df+4,1)~2

 = (WS+1+2,4,1,)1
+ Now gives +45(-13) KND on back- and left-hit and +25 KND on right-hit

New = FC,f+2
\\ Based on Tk7 Miguel (SVG,) 2
+ Now -5 instead of -9 on block
+ Now Deals 15 Chip Damage on block 

 = FC,df+2
} Ground-hit pushback adjusted, so that opponent is pushed to the background

 = FC,df+4
+ Recovers at i49 instead of i57
+ Ground-hit reaction changed, giving +5(-5) instead of -5(-13)
\_ \\ Is like f.e. Tk8 Jin d+1's ground-hit reaction
- Normal-Hit launches opponent backturned +27 instead of +28

 = (SVG, 1,)1
\\ Based on Tk7 After-S4 Miguel (f+2,)1
+ Active at i16-17 instead of i24-25
- More pushback and less verticality on juggle-hit

New = (SVG, 1,1,)2
\\ Based on Tk7 Miguel (df+2,)d+2
- Deals 20 instead of 22 damage

New = (SVG, 1,1)hit:2
\\ Based on (SVG, 1,1,)2
+ Normal-Hit Changed, giving +25(-10) KND FB instead of +10 KND
+ Deals 23 instead of 20 damage
+ Deals 5 chip damage

 = (SVG, 1,)2
\\ Based on Tk7 Miguel (df+1,)2
+ Active at i14 instead of i21
+ Now -9 instead of -10 on block
- Deals 8 instead of 17 famage
- CH now guarantees (SVG, 1,2,)1 instead of +27 KND
- Now hits at 0,23tu instead of 0,91/0,93tu

 = (SVG, 1,2,)1
+ Deals 27 instead of 20 damage
+ Cancels 2 frames faster
+ Tornado-Flip property added
+ Ground-hit reaction changed, giving +2(-8) instead of -8(-16)
\_ \\ Is like f.e. Tk8 Law 1+2's ground-hit reaction
- Now +12(-5) WSP KND instead of +26(+16) launching on normal-hit
- Now delayable up to iX instead of iX

 = (SVG, 1,)4
\\ Based on Tk7 Miguel (3,)4
-  Juggle-hit reaction changed, giving +20(+10) WB instead of +11(+4) WB
\_ \\ Is like f.e. Tk8 King (f+2,)1's juggle-hit reaction
- Screw property removed due to system changes

New = During heat (SVG,) 2+3
\\ Heat smash
\\ Split into multiple Hits
   First Hit:
\\ Based on TTT2 Ancient Ogre SS+4
+ Now -8 instead of -23 on block
} Doesn't cancel into the fourth hit on whiff/block
- Now active at i23 instead of i19
  Second hit:
\\ Based on WS+1+2
- Deals 12 instead of 15 damage
  Third hit:
\\ Based on (df+4,1)~2
+ Now -9 instead of -12 on block
- Deals 8 instead of 15 damage
- Now +4 instead of +10 WSP on hit
  Fourth hit:
\\ Based on (df+4,)1
 Fifth hit:
\\ Based on d+2
+ Now 0 FB instead of -2 FB on Hit

 = (SVG,) 2
\\ Based on Tk7 Miguel (WS+2,2)2
+ Now active at i24-26 instead of i34-35
+ CH-reaction now +62 launches instead of +7 KND
- Now -10 FC instead of -6 FC on block

 = (SVG,) 3
+ Now active at i15/i16 instead of i16
+ CH-reaction added: lets (SVG, 3,)3 hit airborne for +23(+16) instead
- Deals 10 instead of 12 damage
- Juggle-Hit property Removed

 = (SVG, 3,)3
\\ Based on Tk7 Miguel f,f+3
- Deals 20 instead of 28 Damage
- Gives +15(+6) KND WSP instead of +60(+40) insta-screw
- Screw property removed fue to system changes

 = (SVG,) 4
+ Heat engager
\_ + Launches on heat dash
+ Now hits at i14 instead of i15/i17
+ Recovers at i41 instead of i45
\_ Block frames stay the same
- Gives +9 instead of +23 near KND
- Recovers at i53 instead of i41 on whiff
- CH-reaction removed

 = (SVG,) 1+2
+ Now -9 with pushback and 10 chip damage on block upon absorbing an attack
} Normal-hit reaction changed
\_ - Now gives +16 launch instead of +79 launch

 = (SVG,) 1+2°
+ Now -9 with pushback and 10 chip damage on block upon absorbing an attack
+ Opponent floats higher after bouncing up
\_ } If well timed, db+2 can get up to +38(+20), allowing for another db+2

= (SVG,) df+1
\\ Based on Tk7 Miguel (df+4,1,)1
+ Now sctive at i12/i13 instead of i19/i20
+ Recovers at i39 instead of i52
\_ \\ +5 on hit; -2 on block
- Deals 12 instead of 17 damage
- Now special-mid instead of mid
- CH-reaction removed

New = (SVG, df+1,)1
\\ Based on Tk7 Miguel (df+1,)1
} Cancels at i12
+ CH-property added, now giving +13 SCD
- Now deals 9 instead of 13 damage

New = (SVG, df+1,1,)3
\\ Based on Tk7 Miguel (df+1,1,)3

New = (SVG, df+1,)1+2
} Does Two Hits
First Hit:
\\ Based on Tk7 Miguel (SVG, 1,)2
+ Hits Lower To the Ground
Second Hit:
\\ Based on Tk7 Gigas (df+2,)1
} Not a natural combo with the first hit, only on CH
} Recovers at i47 instead of i53
+ Deals 8 chip damage
- Gives +7 instead of +15(+6) KND WSP on hit and CH
- Juggle-hit reaction no longer wall-/balcony-breals

= (SVG,) df+2
\\ Based on (SVG,) 2

New = (SVG,) f+2
\\ Based on Tk7 Miguel (SVG,) df+2

 = (SVG,)db+3
+ Ground-hit reaction changed, giving 0(-10) FDFT instead of -2(-10) FUFT
\_ \\ Is like f.e. Tk8 Jin d+4's ground-hit reaction

 = (SVG,) db+4
\\ Based on Tk7 Miguel (ub+1,)4
\_ + Now -16 instead of -29 on block
+ Now Gives +14 SCD instead of +9 on hit
- Now -7/8 FB instead of -5 FB

New = (SVG, db+4)~F
} Transitions into SVG at i60

 = (SVG, b+1,)4
+ Deals 22 instead of 17 damage
- CH gives +26(+21) far KND WSP instead of +64 launching

 = (SVG, b+2,)P
- Parry gives +41(+33) KND WSP instead of +42 launching on hit

= (SVG,)b+3
+ Now -9 with 10 chip damage and pushback on block upon absorbing an attack.

 = (SVG,) uf+3
+ Deals 5 chip damage
+ Tornado-flip-reaction on juggle-hit added
- Deals 17 instead of 25 damage
- CH Instantly tornado-flips instead of fully launching

New = During heat (SVG,)u
} Uses 10% heat
\\ Animation from b,f+1
} Does a sidestep into the background
} Recovers at i15
} Access to SVG moves up to i10, all SVG moves cancel at i10

New = During heat (SVG,)d
\\ Based on (SVG,)u
} Does a sidestep into the foreground

---Followups, Combos and Punishment Guide---
Followups:
Strings that are a combo on CH are:
(1,)CH 2,1
CH 1+2,1+2
CH df+2,2
(df+4,)CH 1,1
During heat (df+4,)CH 1,2
CH d+4,1+2
CH ub/uf+3,2,2
(SVG,1,)CH 2,1
(SVG,df+1,)CH 1,3
(SVG,df+1,)CH 1+2

Recommended ground-hit followups are:
f+2+3 (Great damage and easy; i24/i33)
d+2 (i16, good damage)
Grounded opponent d+3 (Great Damage, hits grounded but lacks range, i20)
d+1+2 (better than good damage, hits grounded and good range, i20/i22)
d+3+4 (Good damage and pressure, i19/i20)
db+1° (Best pressure but lacks damage as well as range, i31/i32)
db+3 (Hits grounded and fast, good pressure, i19)
db+4 (Hits grounded and fast, good damage, i18)
u+3 (Good Damage and almost the best pressure, hits grounded at i33, i30/i33)
WR+3 (Almost the best damage, i23/i24)
DB,FC+2 (Best damage, i16/i17)
   '-> Moves and strings that guarantee ground hit followups are:
   (1,2,)4 - up to i37
   CH 4 - Any ground-hitting move
   f+1+2 - up to i18
   During Heat df+3,2~F - Any
   (df+4,1,)CH 1 - Any ground-hitting move up to i27 (some moves may situationally reqiure dashing, which makes them too slow)
   CH db+4 - Any ground-hitting move (delay for more damage)
   ub/u/uf+1 - (SVG,)f+2 or (SVG,)db+3
   uf+4 - Any ground-hitting move (delay for more damage)
   During heat WR+4 - Same as (1,2,)4
   (WS+2,)4 -Any ground-hitting move (some moves may situationally reqiure dashing)
   During heat (WS+2,)1~F - Any
   Near Wall WS+3 - d+3+4
   (SVG,df+1,1,)CH 3 - (SVG,df+1,1,3~F,)f+2; d+1+2 or best f,f -> d+3+4
   (SVG,)CH db+3 - Same as CH db+4

Moves and strings that guarantee standing followups are:
   During heat 2+3 on whiff/block second hit - up to i12
   CH db+3 - up to i15
   CH b+1 - up to i14
   (b+2,)2 - up to i15
   (SVG,df+1,)1 - up to i13
   (SVG,)db+4 - up to i14
       '-> Recommended Standing followups are:
      3,3 (SVG pressure, good damage and range, uses heat, i14)
      During heat 3+4~1,1 (Wallsplat, uses heat, i13)
      During heat 3+4~1,1~F (Wallsplat, SVG Pressure, uses heat, i13)
      During heat 3+4~4 (Heat engager, launches on heat dash, uses heat, i15 fastest)
      During heat 3+4~df+1,1+2 (good damage, uses heat, i13 fastest)
      During heat 3+4~b+1,4 (better than good damage, uses heat, i15 fastest)
      f+1+2 (Almost the best damage, i15/i16)
      During heat f+1+2~F (Best damage, uses heat, i15/i16)
      df+4,1~2 (Wallsplat, i15)
      ub/u/uf+4 (Better than almost best damage, floorbreak, wall-/balconybreak, lacks range, i15/i16)
      During heat ub/u/uf+4~F (Just better than ub/u/uf+4, Uses heat)
'-> All "During heat 3+4" followups doable without heat with moves that can cancel into SVG, like CH b+1
------------------------Combos--------------------------
General pickup for combos:
During Heat 3+4~4 -> db+2 (Combo route 1)
          BETTER THAN
d+3+4 -> db+2 (Combo route 1)
          BETTER THAN
db+2 (Combo route 2)
          BETTER THAN
df+1 (Combo route 2)
          BETTER THAN
2,1 (Combo route 3)
          BETTER THAN
During heat f,f+2,2~F (Combo route 4)
          BETTER THAN
During heat WR+2,2~F (Combo route 4)
          BETTER THAN
During heat df+3,2~F (Combo route 4)
          BETTER THAN
f,f+2,3 -> Can follow up (Combo route 5)
          BETTER THAN
WR+2,3 -> Can follow up (Combo route 5)
          BETTER THAN
f,f+2,1 (On floorbreak: Combo route 4)
          BETTER THAN
WR+2,1 (On floorbreak: Combo route 4)
          BETTER THAN
d+4,1+2 (On floorbreak: Combo route 4)
          BETTER THAN
df+3,2 (On wall-/balconybreak: Combo route 4)

Combo routes:
Combo route 1:
=> df+1~F => (SVG,)uf+3 =TF> WR+2,1 (Easiest)

=> df+1~F => (SVG,)1(,2),1 =TF> WR+2,1 (Better than previous)

=> df+1~F => (SVG,)1(,2),1 =TF> 1 => f,F+2,1 (Medium)

=> df+1~F => (SVG,)1(,2),1 =TF> WR+3+4 => (SVG,)df+1=> f,F+2,1 (Better than previous)

=> df+1~F => (SVG,)1(,2),1 =TF> 1 => WR+2,1 (Hard)

=> df+1~F => (SVG,)1(,2),1 =TF> f,f,n(,1),2,4 => WR+2,1 (Hardest, only against Jin-size and up)

Combo Route 2:
=> 1 => f+3,4~F =STF> (SVG,)f+2 (Easiest)

=> 1 => f+3,4 =STF> WR+2,1 (Better than previous)

=> 1 => ub/uf+3,2,2 =STF> WR+2,1 (Better than previous)

=> df+1 => 1 => ub/uf+3,2,2 =STF>  WR+2,1 (Better than previous)

=> df+1 => df+4,1~F => (SVG,)uf+3 =TF> WR+2,1

=> df+1 => df+4,1 => f+3,4 =STF>  WR+2,1 (Better than previous, Most consistent)

=> df+1 => df+4,1 => f+3,4 =STF> 1 => f,f+2,1 (Medium, consistent)

=> df+1 => df+4,1 => f+3,4 =STF> 3+4 => (SVG,)df+1 => f,f+2,1 (Better than previous, consistent)

=> df+1 => df+4,1 => f+3,4 =STF> 1 => WR+2,1 (Hardest, consistent)

=> df+1 => df+4,1~F => (SVG,)1(,2),1 =TF> WR+2,1 (Medium)

=> df+1 => df+4,1~F => (SVG,)1(,2),1 =TF> 1 => f,f+2,1 (Better than previous)

=> df+1 => df+4,1~F => (SVG,)1(,2),1 =TF> 3+4 => (SVG,)df+1 => f,f+2,1 (Better than previous)

=> df+1 => df+4,1~F => (SVG,)1(,2),1 =TF> 1 => WR+2,1 (Hard)

=> df+1 => df+1~F => (SVG,)1(,2),1 =TF> f,f,n(,1),2,4 => WR+2,1 (Hardest, only against King-size and up)

Combo route 3:
=> f+3,4~F => (SVG,)f+2 (Easiest)

~F => (SVG,)1 => f+3,4 => WR+2,1 (Better than previous)

~F => (SVG,)1 => f+3,4 => 1 => f,f+2,1 (Medium)

~F => (SVG,)1 => f+3,4 => 3+4 => (SVG,)df+1 => f,f+2,1 (Better than previous)

~F => (SVG,)1 => f+3,4 => 1 => WR+2,1 (Hard)

~F => f+3,4 => f,f,n(,1),2,4 => WR+2,1 (Almost Hardest, against Jin and up only)

~F => (SVG,)1,2,1 => 1 => WR+2,1 (Hard)

~F => (SVG,)1,2,1 => 3+4 => (SVG,)df+1 => WR+2,1 (Hardest)

Combo route 4:
=> ub/uf+3,2,2 => WR+2,1 (Easiest)

=> ub/uf+3,2,2 => 1 => f,f+2,1 (better than previous)

=> ub/uf+3,2,2 => 3+4 => (SVG,)df+1 => f,f+2,1 (better than previous)

=> db+2 => df+1~F => (SVG,)1(,2),1 =TF> 3+4 => (SVG,)df+1 => f,f+2,1 (better than previous)

=> db+2 => df+1~F => (SVG,)1(,2),1 =TF> 1 => WR+2,1 (better than previous)

=> db+2 => df+1~F => (SVG,)1(,2),1 =TF> 3+4 => (SVG,)df+1 => WR+2,1 (better than previous)

Combo route 5:
=> d+4,1+2 (Easiest; floorbreak)

=> df+3,2 (Wallbreak)

=> During heat df+3,2~F => ub/uf+3,2,2 =STF> WR+2,1 (better than previous

=> During heat df+3,2~F => ub/uf+3,2,2 =STF> 1 => WR+2,1 (Medium)

=> During heat df+3,2~F => 3+4 => (SVG,)1(,2),1 =TF> 1 => WR+2,1 (Hard)

=> During heat df+3,2~F => 3+4 => (SVG,)uf+3 =TF> WR,n(,1),2,4 => WR+2,1 (Hardest)

Wall carry:
After =TF> or =STF>, do these instead:
1 => f,f+2,3 or WR+2,3 (medium-high distance to wall, doesn't work in combos with more than X hits)
1 => f,f+2,2 or WR+2,3 (high distance to wall, doesn't work in combos with more than X hits)
1+2,delay 1+2 (medium distance to wall, works only in combos with less than 5 hits)
3+4 => (SVG,)3,3 (Medium-low wall distance)
df+1 (Wall is very close)
df+2,2 (Fast recovery, medium distance to wall)
uf+3,2,2 (Wall is close)
WR+2,3 (Wall is somewhat close)
WR+2,2 (high wall distance)
DB/D/DF => WS+2,4 (Medium-high wall distance)

Exceptions:
---db+1°---
db+1° => WS+2,4 =TF> WR+2,1 (Easiest)

db+1° => WS+2,4 =TF> SSR => df+4,1 => d+4,1+2 (better than previous)

db+1° => WS+2,4 =TF> df+4,1 => df+4,1,1 (better than previous)

db+1° => WS+2,4 =TF> df+1~F => (SVG,)uf+3 => f,f+2,1 (Hard)

db+1° => WS+2,4 =TF> df+1~F => (SVG,)uf+3 => WR+2,1 (Hardest)

db+1° => WS+2,4 =TF> df+1~F => (SVG,)uf+3 => During heat WR+2,2~F => WR+2,1 (Best )

---CH (1+2,)1+2, CH d+3+4 (uf+3,2,)CH 2 and (SVG,) CH uf+3---
=TF> WR+2,3 => d+4,1+2 (Easiest)

=TF> b+2,2 => 1 => ub/uf+3,2,2 (better than previous)

=TF> db+2 => 1,2,4~F => (SVG,)1(,2),1 (better than previous)

=TF> db+2 => 1,2,4 => f,f+2,1 (better than previous)

=TF> db+2 => df+1 => df+1 => df+4,1,1 (better than previous)

=TF> DB/D/DF=> WS+1 => db+2 => df+1 => df+4,1~F => (SVG,)3,3 (better than previous)

=TF> DB/D/DF=> WS+1 => db+2 => df+1 => df+4,1 => f,f+2,1 (better than previous)

=TF> => db+2 => df+1 => df+4,1~F => (SVG,)uf+3 => WR+2,1 (Hardest)

CH uf+3 =TF> DB/D/DF => (WS+2,)4 => db+2 => df+1 => df+4,1 => f,f+2,1

---WS+2,4 and during heat uf+4~F => (SVG,)uf+3---
=TF> WR+2,3 => d+4,1+2 (Easiest)

=TF> db+2 => 1 => ub/uf+3,2,2 (better than previous)

=TF> db+2 => df+1 => df+4,1,1 (better than previous)

=TF> SSL,n~f => db+2 => 1 => df+4,1 => df+4,1 => d+1+2 (better than previous)

=TF> db+2 => 1,2,4 => f,f+2,1 (Medium)

=TF> SSL => db+2 => 2,1~F => (SVG,)uf+3 => d+1+2
(Hard)

=TF> DB/D/DF=> WS+1 => db+2 => df+1~F => (SVG,)uf+3 => WR+2,1
(Hardest)

=TF> During heat WR+4 => db+2 => df+1~F => (SVG,)uf+3 => WR+2,1
(Better than previous)

=TF> During heat WR+4 => db+2 => df+1~F => (SVG,)uf+3 => during heat WR+2,2~F => WR+2,1
(Best)

--CH (SVG,1,)4--
=> f+3,4~F => (SVG,)f+2 (Easiest)

=> f+3,4~F => uf+3,2,2 (Better than previous)

=> f+3,4 => df+4,1~F => (SVG,)3,3

=> f+3,4 => df+4,1 => f,f+2,1 (better than previous)

=> df+1 => df+1 => df+4,1~F => (SVG,)uf+3 => WR+2,1 (Medium)

=> df+1 => df+1 => df+4,1~F => (SVG,)uf+3 =TF> 1 => WR+2,1 (Hardest)

During heat WR+2,2~F => db+2 => df+1~F => (SVG,)1(,2),1 =TF> 1 => WR+2,1 (Best when heat active)

=> df+1 => df+1 => df+4,1~F => (SVG,)uf+3 =TF> 3+4 => (SVG,)df+1 => heat available 2+3 => during heat WR+2,2~F => DB/D/DF => FC,f+2 (Round ender)

--CH (SVG,)3,3--
=> d+4,1+2

=> df+3,2

=> during heat df+3,2~F => f+3,4 =STF> u+3 (Easiest)

=> during heat df+3,2~F => f+3,4 =STF> WR+2,1 (better than previous)

=> during heat df+3,2~F => f+3,4 =STF> 1 => WR+2,1 (Medium)

=> during heat df+3,2~F => uf+3,2,2 =STF> 1 => WR+2,1 (Hard)

=> during heat df+3,2~F => df+1~F => (SVG,)1(,2),1 =TF> 1 => WR+2,1 (better than previous)

=> during heat df+3,2~F => DB/D/DF => WS+2,4 =TF> (1,)2,4 => WR+2,1 (Hardest)

--off-axis ub+1+2,1+2--
=> f,f+2,1

=> u+3 => f,f+2,1

=> db+1° => WS+2,4 =TF> u+3

=> db+1° => WS+2,4 =TF> WR+2,1

=> db+1° => WS+2,4 =TF> 1 => WR+2,1

=> db+1° => WS+2,4 =TF> (1,)2,4 => WR+2,1

=> during heat u+3~F => db+2 => df+1~F => (SVG,)1(,2),1 =TF> WR+2,1

=> during heat u+3~F => db+2 => df+1~F => (SVG,)1(,2),1 =TF> 1 => WR+2,1

=> db+1° => WS+2,4 =TF> (1,)2,4 => during heat WR+2,2~F => WR+2,1

Wall Combos:
 = For Wallsplat after the tornado-flip, or a 1-hit-tornado-flip:
   1 => grounded opponent d+3 (Easy and reliable)
   1 => During heat d+3+4,1+2 (Best wall-/balconybreak damage)
   2,1~F => (SVG,)df+1,1+2 (Almost best damage, Bigs only)
   f+4,2 (Good pressure)
   Delay during heat df+3+4 => (SVG,)df+1 => During heat 3+4 => (SVG,)df+1,1+2 (Best damage)
   ub+1+2,1+2 (Best wall-/balconybreak damage outside of heat)
   ub+1+2,delay 1+2 (Reliable and good damage)
   DB/D/UF => WS+1~F => (SVG,)df+1,1+2 (Best damage outside of heat)
   During heat WR+4~F => (SVG,)df+1,1+2 (Almost best damage)
   (SVG,) 1,1,2 (best damage floorbreak)
   (SVG,) 1,1:2 (Best damage floorbreak)

 = After 2-hit-tornado-flip (f.e. df+2,1)
    f+4,2 (Good pressure)
   (SVG,)1,2,1 (Best damage outside of heat)
   During heat WS+2,1~F => DB/D/DF => WS+1,2 (Best damage)
   ub+1+2,1+2 (Best wall-/balconybreak outside of heat)
   Delay during heat d+3+4,1+2 (Best wall-/balconybreak outside of heat)
   DB/D/UF => WS+1~F => (SVG,)df+1,1+2 (Best damage ouside of heat, bigs only)
During heat WR+4~F => (SVG,)df+1,1+2 (Best damage, bigs only))

 = After 3-hit-tornado-flip (f.e. (SVG,)1,2,1)
df+3,2 (Best wallbreak outside of heat)
During heat df+3,2~F => DB/D/DF => WS+1,2 (Best damage)
During heat delay d+3+4,1+2 (Best Wallbreak)
DB/D/DF => WS+1,2 (Good damage)
DB/D/DF => Delay FC,f+2 (Best damage)
DB/D/DF => FC,f+2 (Best floorbreak)

Punishment:
i10:
1,3 (Best damage, minus on hit, cannot K.O.)
1,2 (can K.O.)

i11 to i12:
2,1 (Best damage)
2,1~F (SVG pressure)

i13:
2,1 (Best damage outside of heat)
2,1~F (SVG pressure outside of heat)
During heat 3+4:(SVG,)1,1 (Best damage, wallsplat and best SVG pressure)

i14:
3,3 (Best damage outside of heat)
3,3~F (SVG pressure outside of heat)
During heat 3+4:(SVG,)1,1 (Wallsplat and best SVG pressure)

i15:
3,3~F (Best SVG pressure outside of heat)
f+1+2 (Best damage outside of heat)
During heat f+1+2~F (Better than f+1+2, uses 20% heat)
df+3,2 (Heat engager, guaranteed ground-hit followup on heat dash)
df+4,1~2 (Wallsplat)
ub/u/uf+4 (Floorbreak, lacks range)
ub/u/uf+4~F (Easiest launcher during heat, but uses 20% heat and lacks range)
During heat 3+4:(SVG,)1,1 (Best SVG pressure and wallsplat)
During heat 3+4:(SVG,)4 (Best heat engager, launches on heat dash)

i16:
df+2,1 (Launcher)

Whiff:
During heat 2+3 (Heat smash, Wallbreak, good range)
During heat 3+4,f+2 (Launcher, uses 15% heat, good range)
df+2,1 (Launcher, medium range)
WR+2,1 (Floorbreak, good range)
WR+2,Delay 1 (Wallsplar, good range)
WR+2,2 (Heat engager, launches on heat dash, good range)

Sidestep:
df+2,1 (Launcher)
ub+1+2,1+2 (Situationally launches, exceptional damage, wallsplat)

WS i10:
WS+1,2 (Best damage, minus on hit and punishable if the opponent is against the wall, cannot K.O.)
WS+1~F (SVG pressure)

WS i11 and i12:
WS+4,3 (Best damage, SVG transition possible)

WS i13:
WS+4,3 (Hits opponents that crouch on block recovery)
WS+1+2,4,1~F (SVG pressure)
WS+1+2,4,1~2 (Best damage, wallsplat)

WS i14 and i15:
WS+2,4 (Launcher)
WS+2,1 (Floorbreak)
WS+2,Delay 1 (Heat engager)
During heat WS+2,1~F (Launcher, good wall carry)
WS+1+2,4,1~2 (wallsplat)

Stagger lows:
ub+1+2,1+2 (Situationally launches, exceptional damage, wallsplat)
u,n,df+2,1 (Launcher)

------------------For the modders------------------
You can do anything you want with the Content Featured in this Moveset, but if you Rerelease its Content be sure to Mention the Creator, and put in a link to this Moveset in your Moveset.