Heat is a resource granted to all characters at the start of each round which can be spent by the usage of Heat-related mechanics. During Heat:
- All attacks deal chip damage on block.
- Gain recoverable health back faster
- While getting hit when in airborne state, such as after getting launched, all attacks will only inflict recoverable health.
- While getting hit during standing or crouching state 30% of the attack's damage will be converted to recoverable health.
- Certain characters may gain new moves.
- Some moves gain extra properties, either strengthening it at the cost of consuming some of the Heat gauge or having a unique property that replenishes the Heat gauge when performed.
- The Heat gauge steadily depletes until it is entirely consumed, rendering it unavailable for the rest of the round.
Mechanically speaking, there are two ways to activate Heat (Heat Burst and Heat Engagers) and two ways to deplete it (Heat Smash and Heat Dash).
Activating Heat
Heat Burst
Done by inputting 2+3 or the Heat macro button without having previously activated Heat in the round. Every character's Heat Burst shares the same frame data and powercrush properties but the specific tracking and range details differ between characters:
Input
2+3
- Cancel to r45 with b,b on frame 42
- 2 chip damage on block
- 12 chip damage on hit
- Only deals recoverable damage
- Cannot cause a K.O.
Heat Bursts consume a small amount of Heat on activation, giving you less of the bar to work with than a Heat Engager, they also do not grant back recoverable health on hit. A Heat Burst's damage cannot cause a KO.
Season 2 introduced the ability to activate Heat Bursts from stances with some exceptions, most notably from Back turned.
Heat Engager
Done by landing specific attacks that are unique to each character without having previously activated Heat in the round. A Heat Engager can be anything from a poke string to a powercrush to a throw to a parry, and a character's designated Engagers can help define their playstyle.
In season 1, Heat Engagers are always +17 on hit and put opponents into a forced guard state. In season 2, heat engagers are now +9 on hit. Heat engager attacks can wallsplat and balcony break if the move has such properties.
Upon landing a Heat Engager, the character gains back a minimum of 30hp of their recoverable health in addition to the hp the character recovers from landing the move on hit.
Season 2 added the option for the attacker to enter crouch during the Heat Engager animation.
Using Heat
Heat Smash
Done with the same input as Heat Burst. A Heat Smash is a powerful attack that consumes your remaining Heat gauge. They universally deal high damage and activate stage gimmicks, they uniquely instantly activate undamaged Hard Walls and Hard Floors. Different speeds, recovery and hit levels provide them with varied utility.
Most Heat Smashes in the game hit mid. These are usually plus on block and have varying startup speeds and tracking while low Heat smashes are all unsafe and punishable. Though most characters only have a single Heat Smash, characters with stances sometimes have a unique extra one performed from said stance.
Heat Smashes scale down in damage quite heavily if used during a combo and thus not recommended to use in combos over Heat Dash.
Similar to Heat Bursts, Season 2 introduced the ability to activate them from stances with some exceptions, most notably from Back turned.
Heat Dash
When a Heat Engager is used while already in Heat and forward is held as the move connects with the opponent, your remaining Heat gauge is consumed and a Heat Dash is performed. This has ample utility in both pressure and combos, as it forces plus frames on block and unique combo extensions on hit. It also recovers 6 pts of the player's recoverable life on hit, and 3 pts on block.
Throws that are Heat Engagers cannot be used to Heat Dash. The frame data of each Heat Dash varies on hit, but on block they are universally +5g.
Heat Moves and properties
Once heat is activated characters gain access to new moves or enchanced versions of regular moves usually offerring more damage and safety or even frame advantage on block. When utilizing Heat-exclusive options, the Heat gauge will be consumed by different amounts depending on the move.
Aside from new or enhanced moves some unique heat-consuming effects include:
- Sped-up full hold charge moves (eg.:Kuma)
- Autoparry properties during stances (eg.:Reina)
- Just frame input move properties without the strict timing requirement (eg.:Lee)
- Additional stance transition option (eg.:Azucena)
- Access to moves requiring an install at the cost of the heat gauge instead (eg.:Claudio)
Frame Data
Credit to @Foxhoundfl for compiling the following information:
| Character | Startup Frames | Hit Level | Tip Range | Damage | Frames on Block | Stance Transition | Forced Stance | Properties |
|---|---|---|---|---|---|---|---|---|
| Jack | i10 | H,M,M | 2.6 | 52 | -9 | |||
| Zafina | i12 | H, SM | 2.4 | 51 | +3 | |||
| Jun | i13 | M | 3.2 | 50 | -6 | |||
| Kuma | i13 | M,M | 3.1 | 51 | ±0 | |||
| Law | i14 | Mid | 2.7 | 50 | +11 | DSS | Forced | |
| Azucena | i15 | M,H,M | 2.6 | 53 | +6 | LIB | Forced | |
| Dragunov | i15 | M,M,M | 2.7 | 50 | +6 | |||
| Jin | i15 | M,H,M | 3.1 | 57 | +3 | FC | Choice | |
| Jin 2+3,4 | i15 | M,H,M | 3.1 | 48 | +9 | |||
| Leroy | i15 | M | 2.8 | 50 | +6 | HRM | Forced | |
| Panda | i15 | M,M | 2.5 | 50 | +9 | ROL +8, HBS +13g | Choice | |
| Xiaoyu | i15 | M | 2.6 | 50 | +5 | BT +9 | Choice | |
| Xiaoyu (BT) | i15 | M | 2.1 | 51 | +3 | HYP +19g | Choice | Leaves Opponent Standing |
| Bryan | i16 | All Mid | 2.1 | 55 | +15g | |||
| Asuka | i16 | All Mid | 2.9 | 50 | +10g | |||
| Steve | i16 | All Mid | 2.7 | 45 | +8 | LNH | Forced | |
| Leo | i16 | M,M,H | 2.6 | 50 | +8 | CD +16g | Choice | |
| Lili (BT) | i16 | L,M,M,M | 2.4 | 39 | -8 | BT | Forced | |
| Nina | i16 | M,H,H,H,H,M | 3 | 52 | +5 | FC +7 | Choice | |
| Shaheen | i20 | L,M,M | 3.0 | 40 | -14 | |||
| Steve | i16 | All Mid | 2.5 | 45 | -9 | LNH | Choice | |
| Hwoarang | i17 | M,M,H | 2.6 | 51 | +11g | RFS | Forced | |
| King | i17 | M,M | 3.3 | 60 | +12g | JGR | Forced | |
| Lars | i18 | M,M | 3.1 | 55 | +8 | DEN +10 | Choice | |
| Kazuya | i18 | L,M,M,M | 2.5 | 43 | -14 | |||
| Claudio | i18 | L,M | 2 | 40 | -14 | |||
| Paul | i18 | L,M,M | 1.0 | 40 | -12 | |||
| Raven | i18 | All Mid | 3.1 | 55 | +14g | SZN | Forced | |
| Yoshi | i18 | M,M,M,M | 2.8 | 51 | +4 | DGF +10g | Choice | |
| Devil Jin | i18-28f | M,H | 4.5 | 52 | +2 | CRO +11g | Choice | |
| Alisa | i20 | All Mid | 3.4 | 50 | +8 | BOT +10g | Choice | |
| Feng | i20 | All Mid | 3.4 | 48 | +7 | STC +12g | Choice | |
| Lee | i20 | L,M | 2.5 | 37 | -14 | |||
| Victor | i20 | L,M | 2.3 | 39 | -14 | |||
| Reina | i21 | M,M | 3.5 | 50 | +8 | WRA | Forced | |
| Lidia | i18 | M,M,M,H | 2.6 | 55 | +10g | HAE | Choice | |
| Lili | i16 | H,H,M,M | 3.1 | 55 | +7 | DEW +14g | Choice | |
| Eddy | i18 | M,M,M | 3.0 | 55 | +6 | RLX | Forced | |
| Heihachi | i15 | M,M | 2.4 | 50 | +6 | Rai +10g | Choice | |
| Clive | i18 | All mid | 2.7 | 55 | +8 | |||
| Clive (PHX) | i15 | All mid | 2.8 | 40 | +8 |
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