Button inputs that are highlighted in blue can be countered high, and inputs in red can be countered low.
Practical Combos
[
]
> ]
[
5 hits, 30 damage.
One of your best safe hard knockdown strings. Great to r-cancel with, and it optionally builds heat.
...
3 hits, 16 damage.
Tormentor's only known safe launching string. The second hit hits high, so its not great against crouching players.
...
3 hits, 16 damage.
Because the second hit uses Spinning Chain Slash's data, its affected by heat. A red hot chain can deal up to 41 damage with the first three hits alone.
Guilty Lashes creates good distance, so it's not necessary to continue stringing after it if you don't want to give your opponent an opportunity to low counter.
5 hits, 32 damage.
A crouch killer and great as an R-Cancel string. While it presents two counter opportunities, this string’s long range and high damage is worth fishing for against players crouch blocking.
3 hits, 26 damage.
5 hits, 33 damage.
Two different timings to get a Charged Uppercut launch off of Spinning Sweep Kick opener.
12 hits, 60 damage.
A long launching string that deals tons of damage and only has two points to counter. Forego the first three jabs of the string against crouching players.
7+1 hits, 24+16 damage.
This second string is very risky as doesn't string into Ax Kick properly, but it will hose people who are expecting the above combo and who to low counter the sweep. Don't use this before conditioning your opponent first.
Mid-Stage Juggles
... > [
]
> ]
[
5 hits, 17 damage.
For building heat.
...
12 hits, 27 damage.
For pure damage.
Corner Juggles
... > >
>
14 hits, 37 damage.
A fancy wallsplat juggle extension for when you don't have heat stored.
... > >
7 hits, 20 damage.
This is your simple juggle if you have heat. With one Chain Heater use, it deals 38. With a hot chain, it can deal up to 62 damage.
Max Damage Combos
>
>
20 hits, 72~122 damage.
Requires chain heat for big damage, then you need to very quickly confirm a Medium Kick against a non-crouching opponent next to a corner without losing too much of that heat. Buffer the jab shortly before the Charged Uppercut animation ends, and on reaction to the jab quickly input the motion.