| '''Light Starter''' > 214D ~ K ~ 214K || 176/209 || 190 || 25% || Anywhere || Stronger confirm, ends in a hard knockdown. You'll want to hit K as soon as you finish inputting 214D. If Chizuru is close enough you can use 214C instead for more corner carry.
| '''Starter''' > 214D ~ K ~ 214K || 156/209 || 175/210 || 0 || 23%/27.5% || Anywhere || Stronger confirm, ends in a hard knockdown. You'll want to hit K as soon as you finish inputting 214D. If Chizuru is close enough you can use 214C instead for more corner carry.
|-
|-
| '''Heavy Starter''' > 623C || 217 || 170 || 30% || Anywhere || Max damage, but can whiff at further ranges. Won't work after three light normals, only two.
| '''Heavy Starter''' > 623C || 244 || 170 || 0 || 35.5% || Anywhere || Max damage, but can whiff at further ranges. Won't work after three light normals, only two.
|-
|-
| CD > 214B ~ 214K || 166 || 200 || 25% || Anywhere || By using the B version you can safely cancel CD on block while getting a small combo if it hits. If the CD was blocked, press K so the clone hits the opponent while leaving you safe. If the CD hits, let the clone attack naturally, then do the 214K follow-up. Sometimes the clone won't reach far enough to connect the first hit, but you can still get the follow-up. If you're close to the corner you may have to manually cause the clone to attack.
| CD > 214B ~ 214K || 150 || 200 || 0 || 23.5% || Anywhere || By using the B version you can safely cancel CD on block while getting a small combo if it hits. If the CD was blocked, press K so the clone hits the opponent while leaving you safe. If the CD hits, let the clone attack naturally, then do the 214K follow-up. Sometimes the clone won't reach far enough to connect the first hit, but you can still get the follow-up. If you're close to the corner you may have to manually cause the clone to attack.
! Combo !! Damage !! Stun !! Meter Gain !! Location !! Notes
! Combo !! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
| '''Starter''' > 214AC ~ P, 6B > 214D ~ K ~ 214K || 298/339 || 230 || 25% || Anywhere || Standard 0.5 bar combo for any starter. You can end with 623C for more damage, but if you were too far when you started the combo, this'll whiff. This always works in the corner however.
|-
|-
| CD, 214AC, 6B > 623C || 295 || 200 || 35% || Midscreen || Doesn't work if Chizuru's back is too close to the corner.
| '''Starter''' > 214AC ~ P, 6B > 214D ~ K ~ 214K || 261/321 || 215/250 || 0.5 || 29%/33.5% || Anywhere || Standard 0.5 bar combo for any starter. Note: for many combos with this structure, you can end with 623C for more damage, but this will not work with the example light starter midscreen, as the opponent will be too far away. This always works in the corner however.
| CD, 214AC, 6B > 623C || 257 || 200 || 0.5 || 37.5% || Midscreen || Note: most combos starting from CD will not work if Chizuru's back is too close to the corner.
|-
|-
| 236AC, 623A || 194 || 60 || 15% || Anywhere || Conversion if 236AC happens to land.
! Combo !! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo !! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
| '''Starter''' > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C || 396/444 || 190 || 1 || 40% || Anywhere || Natural extension from her 0.5 bar combo.
| '''Starter''' > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C || 363/431 || 175/210 || 1 || 37%/41.5% || Anywhere || Natural extension from her 0.5 bar combo.
|-
| '''Starter''' > 214C ~ P > 214236C || 264/302 || 140 || 1 || 15% || Anywhere || Simple combo if you want to lock your opponent's specials. 236A can also be used instead of 214C. It could be helpful to input the P follow up as 214P for an easier super cancel.
|}
===1.5 Meters===
{| class="wikitable sortable"
|-
|-
!Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
| '''Starter''' > 214C ~ P > 2141236A || 244/302 || 125/160 || 1 || 14%/18.5% || Anywhere || Simple combo if you want to lock your opponent's specials. 236A can also be used instead of 214C. It could be helpful to input the P follow up as 214P for an easier super cancel. Also note: Most combos ending in the seal super(2141236P) will allow for an OTG 236C ender in the corner.
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.
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.
Chizuru's specials typically are able to combo from both her lights and heavies. Because of this, most of her combos will simply say Starter, while showing damage from her bolded Light and Heavy Starters below.
Light Starters
Combo
Damage
Notes
2B > 2A > 5B
65
Standard low light confirm.
2B > 2A > 2A > 5B
85
Point-blank use only.
Heavy Starters
Combo
Damage
Notes
cl.C/2C > 6A
112
Standard heavy starter. Consistent after jump ins.
cl.D > 6A
122
Stronger, ideal for punishes. Has less range than cl.C making it harder to use.
cl.A, cl.D > 6A
141
Light-heavy frame trap/link, but requires near point-blank range.
6B
60
6B by itself can cancel into specials. Can be a niche punish option.
Other Starters
Combo
Damage
Notes
CD
75
3D
60
Quick Max starter.
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes:
Combos that end in 214D can omit the 214K ender for a safe jump set-up.
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
125
0
Rush combo ending in a special move
cl.A > A > A > C
197
1
Rush combo ending in a super
cl.A > A > A > D
325
2
Rush combo ending in a Max super
cl.A > A > A > A
456
3
Rush combo ending in a Climax super
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starter > 236A
120/170
115/150
0
18.5%/23%
Anywhere
Easy confirm, leads to supers.
Starter > 214D ~ K ~ 214K
156/209
175/210
0
23%/27.5%
Anywhere
Stronger confirm, ends in a hard knockdown. You'll want to hit K as soon as you finish inputting 214D. If Chizuru is close enough you can use 214C instead for more corner carry.
Heavy Starter > 623C
244
170
0
35.5%
Anywhere
Max damage, but can whiff at further ranges. Won't work after three light normals, only two.
CD > 214B ~ 214K
150
200
0
23.5%
Anywhere
By using the B version you can safely cancel CD on block while getting a small combo if it hits. If the CD was blocked, press K so the clone hits the opponent while leaving you safe. If the CD hits, let the clone attack naturally, then do the 214K follow-up. Sometimes the clone won't reach far enough to connect the first hit, but you can still get the follow-up. If you're close to the corner you may have to manually cause the clone to attack.
CD, 6B > 623C
211
200
0
37.5%
Corner
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starter > 214AC ~ P, 6B > 214D ~ K ~ 214K
261/321
215/250
0.5
29%/33.5%
Anywhere
Standard 0.5 bar combo for any starter. Note: for many combos with this structure, you can end with 623C for more damage, but this will not work with the example light starter midscreen, as the opponent will be too far away. This always works in the corner however.
CD, 214AC, 6B > 623C
257
200
0.5
37.5%
Midscreen
Note: most combos starting from CD will not work if Chizuru's back is too close to the corner.
CD, 6B > 214BD ~ K ~ 214K, 623C
272
200
0.5
37.5%
Corner
1 Bar
Combo
Damage
Stun
Meter Cost
Meter Gain
Location
Notes
Starter > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C
363/431
175/210
1
37%/41.5%
Anywhere
Natural extension from her 0.5 bar combo.
Starter > 214C ~ P > 2141236A
244/302
125/160
1
14%/18.5%
Anywhere
Simple combo if you want to lock your opponent's specials. 236A can also be used instead of 214C. It could be helpful to input the P follow up as 214P for an easier super cancel. Also note: Most combos ending in the seal super(2141236P) will allow for an OTG 236C ender in the corner.