Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
P & K
P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo
Damage
Notes
2B > 3A
76
Standard low light confirm command cancelling 2B for a full combo. You can get two lights into 3A but only point blank.
cl.B > 3A
91
Close B will always combo into 3A.
2B > 5A/2A
38
Light confirm, slightly less range-dependent than the above but misses out on larger combos.
Heavy Starters
Combo
Damage
Notes
cl.C/2C
70
Standard heavy starter. Both are command cancellable to 3A, but 3A is prone to whiffing from these.
cl.C/2C > 3A
131
Command normal cancel.
cl.D > 3A
141
cl.D into 3A will never whiff.
2A, cl.C
91
Light-heavy link/frame trap.
Other Starters
Combo
Damage
Notes
CD
75
f.C
90
Notable Quick Max starter, gives a juggle on anti-air counterhit.
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
155
0
Rush combo ending in a special move.
cl.A > A > A > C
234
1
Rush combo ending in a super. 282 Damage if OTG j.236P is added.
cl.A > A > A > D
373
2
Rush combo ending in a Max super. 421 Damage if OTG j.236P is added.
cl.A > A > A > A
450
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter Gain
Location
Notes
2B*3/2A*3 > 236A
135/163
145/190
Anywhere
Super basic, yet super reliable BNB. Substitute any of the 2Bs for 2As for increased damage and stun.
2B*2/2A*2 > 3A > 236C, 2D
247/266
300/330
Anywhere
Subtract 2B's based on range.
(j.X) cl.D > 3A > 236C, 2D
311
340
Anywhere
Stronger version of the above.
0.5 Bar
Combo
Damage/Stun
Stun
Meter Gain
Location
Notes
2B*2 > 2A > 236AC
198
60
Anywhere
2B*2/2A*2 > 3A > 63214KK, 236C, 236A
341/360
330/360
Anywhere
(j.X) cl.D > 3A > 63214KK, 236C, 236A
390
370
Anywhere
(j.X) cl.D > 3A > 236KK, 236B, 236C, 236A
431
450
Corner
Insane damage for just half a bar.
1 Bar
Combo
Damage/Stun
Stun
Meter cost
Meter Gain
Location
Notes
2B*2 > 3A > 236C > SC 236236P, (OTG j.236P)
381(394)
230
1
Anywhere
j.236P ender only works in corner. Briefly charge the 236236P. Make sure you're cancelling the last hit of 236C that launches. If you're getting 3A xx Super by accident, delay the cancel on 3A.
2B*2 > 3A > 236KK, 63214KK, 236C, 236A
359
330
1
Anywhere
Try hitting 236C as low as possible if you plan on super cancelling the following 236A afterwards in combos