| '''cl.C/2C > 3D(1)''' || 98 || Standard heavy starter. 2C's horizontal range is larger than cl.C's activation range, but 5C has greater vertical coverage if hopped over.
|-
| cl.D > 3D(1) || 108 || Slightly more damage, but cl.D's slower startup and smaller activation range means it's better to save this for guaranteed punishes.
|-
| cl.A, cl.C > 3D(1) || 98 || Frame trap/link light-heavy starter, will not work outside point-blank.
|-
| cl.B ~ D || 87 || Special cancellable target combo.
|}
|}
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|-
|-
| CD || 75 ||
| CD || 75 ||
|-
| 3D(1) || 30 || Low Quick Max starter.
|}
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)
==Combos==
==Combos==
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
| j.C > j.2B || 127 || 170 || 0 || 0.10 || Anywhere || Hard knockdown. Puts Mai at point-blank range for Oki.
| CD, 236D || 124 || 140 || 0 || 19.5% || Anywhere || Works anywhere on some characters, but drops when cornered on others. Also does more damage when the opponent is near the corner, where both hits of 236D connect.
|-
|-
| j.D > 5C > 3D > 236D || 257 || 240 || 0 || 0.33 || Anywhere || Ends in hard knockdown
| CD > 236D || 124 || 140 || 0 || 0.10 || Midscreen || Doesn't work if you're cornered. It will put you next to the opponent with enough time to back out of throw range and meaty 2B at least.
| j214P, close C || 136 || 150 || 0 || 20% || Anywhere || The lower you hit the dive the easier it will be to combo after
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
| CD, 214AC, 214C, cl.C || 239 || 290 || 0.5 || 30% || Corner || Be aware, the cl.C ender will leave you in wakeup throw range without immediately walking back after.
|-
|-
| CD > 236BD > 2D || 169 || 170 || 0.5 || 0.15 || Midscreen || The sweep won't connect if you are cornered. When the sweep does connect you can cancel it into light fan and follow it.
| j214P, [2]9AC~j214AC(2), 2D || 259 || 150 || 0.5 || 20% || Anywhere || The lower you hit the dive the easier it will be to combo after
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2B > 2A > 214AC > [2]9AC~214AC > 214C > 5C || 320-351 || 165-235 || 1.0 || 0.25-0.33 || Mid-screen to corner || Omit 5C if the opponent isn't near the corner of the screen
| '''Starter''' > 214AC, 236BD, [2]9AC~214AC, 214C || 348/408 || 165/210 || 1.5 || 19.5%/25.5% || Anywhere || Huge damage and corner carry, but in the corner it requires a very specific delay between 214AC and 236BD.
| 236CD, [2]9AC~214AC, 2D || 242 || 70 || 1.0 || 8% || Anywhere || Grounded Shatter Strike combo, note 2D will whiff if you cancel into 214AC too late.
|-
| 236CD, [2]9AC~214AC, 214C || 256 || 120 || 1.0 || 15.5% || Corner || Grounded Shatter Strike corner combo, varies from the combo below due to timing.
|-
| 236CD, [2]9AC~214AC, 214C || 282 || 120 || 1.0 || 15.5% || Midscreen || Air-hit Shatter Strike combo, will not work too close to either corner, timing varies by height.
|-
| 236CD, 236D > 2141236K || 317 || 80 || 1.5 || 16.5% || Anywhere || Works for both grounded and air hit, but requires manual timing for air hit.
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2B > 2A > 214AC > [2]9AC~214AC > 214C > 2141236K|| 417 || 165 || 2.0 || 0.2 || Anywhere || the timing for the dive changes if you get to the corner
| '''Light Starter''' > 214AC, [2]9AC~214AC, 214C > 2141236K || 417 || 165 || 2.0 || 19.5% || Anywhere || The timing for the dive changes in the corner.
|-
| '''Light Starter''' > 214AC, 214C, [2]9AC~214AC, 236B > 2141236K || 459 || 245 || 2.0 || 33.5% || Corner || A delay between 214C and [2]9AC~214AC may be necessary.
| '''Starter''' > BC > cl.D > 3D (1) > 214AC, 236D > 2141236K || 361/421 || 215/260 || 2.0 || 4%/10% || Anywhere || 1000 and 1250 Quick Max midscreen combo. Quick Max is not optimal from the listed starters, but used for conversions from far pokes/3D (1). Note for all Quick Max routes: it may be necessary to use cl.C instead of cl.D for conversions from far range.
|-
| '''Starter''' > BC > cl.D > 3D (1) > [2]9AC~214AC, 214C > 2141236K || 366/426 || 255/300 || 2.0 || 4%/10% || Corner || 1000 and 1250 Quick Max corner combo.
|-
| '''Starter''' > BC > cl.D > 214AC, [2]9AC~214AC, 214C (1) > 2141236K || 396/456 || 175/220 || 2.0 || 4%/10% || Anywhere || 1500 Quick Max midscreen and corner combo. The timing on the super cancel can cause the last hit of 2141236K to drop, 236236P can be used instead for more consistency but slightly less damage.
| 2B > 2A > 214AC > 214C [2]9AC~214AC > 236B > 2141236K|| 459 || 245 || 2.0 || 0.3 || Corner || let the dummy fall after 214C to make the dive consistent
| '''Light Starter''' > 214AC, 236D > 2141236BD || 446 || 125 || 2.5 || 21% || Corner || Delaying the super cancel is required to avoid drops.
|-
|-
| CD > 236BD > [2]9AC~214AC > 214C > 2141236K || 352 || 220 || 2.0 || 0.2 || Anywhere || This will always take the enemy to the corner
| '''Starter''' > BC > cl.D > 3D (1) > 214AC, 236D > 2141236CD || 492/552 || 215/260 || 3.0 || 4%/10% || Anywhere || 1000 Quick Max midscreen combo.
|-
| '''Starter''' > BC > cl.D > 3D (1) > [2]9AC~214AC, 214C > 2141236CD || 499/559 || 255/300 || 3.0 || 4%/10% || Corner || 1000 Quick Max corner combo.
|-
| '''Starter''' > BC > cl.D > 236D > 2141236K > 2141236CD || 579/639 || 195/240 || 3.0 || 4%/10% || Anywhere || 1250 and 1500 Quick Max midscreen and corner combo.
|-
|-
| 2B > 2A/5A/2B > MAX > cl. D > 3D > 236D > 2141236D > CLIMAX. || 583-586 || 230 || 3.0 || 0.05 || Anywhere || (Anchor/1500 MAX MODE Gauge) Simple 3 Meter MAX Mode confirm off a 2B. 2A is the most reliable second hit.
| CD, 2141236K > 236236AC || 450 || 140 || 3.0 || 19.5% || Anywhere || Doesn't work when cornered.
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2B > 2A > QUICK MAX > close C > 3D > 236D > 2141236KK > 2141236CD || 639 || 215 || 4 || 0 || Anywhere || Wait to level 3 until all hits of the level 2 have connected. If you use this exact starter the level 2 ends at 19 hits.
| '''Starter''' > BC > cl.D > 236D > 2141236BD > 2141236CD || 666/726 || 195/240 || 4.0 || 4%/10% || Anywhere || Your go-to 4 bar combo. Requires a specific timing for the Climax cancel to avoid either missed hits of 2141236BD or a drop.
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
|2C > 3D > 214AC > 236BD > 214C > 2141236K > j.2141236CD|| 660 || 210 || 5 || 0.3 || Anywhere || Prone to accidental cross-overs if you reach the corner with 236BD. Requires very specific timing on the 236BD if started in the corner.
| '''Light Starter''' > 236B > 2141236BD > 2141236CD || 718 || 125 || 5.0 || 0% || Anywhere || 4 bar is generally preferred unless the extra damage will secure a kill.
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 > 2A
38
Standard low light confirm.
Heavy Starters
Combo
Damage
Notes
cl.C/2C > 3D(1)
98
Standard heavy starter. 2C's horizontal range is larger than cl.C's activation range, but 5C has greater vertical coverage if hopped over.
cl.D > 3D(1)
108
Slightly more damage, but cl.D's slower startup and smaller activation range means it's better to save this for guaranteed punishes.
cl.A, cl.C > 3D(1)
98
Frame trap/link light-heavy starter, will not work outside point-blank.
cl.B ~ D
87
Special cancellable target combo.
Other Starters
Combo
Damage
Notes
CD
75
3D(1)
30
Low Quick Max starter.
Combos
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
129
0
Rush combo ending in a special move.
cl.A > A > A > C
242
1
Rush combo ending in a super.
cl.A > A > A > D
356
2
Rush combo ending in a Max super.
cl.A > A > A > A
444
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 236B
116
125
0
18%
Anywhere
Heavy Starter > 236D
197
170
0
26.5%
Anywhere
Heavy Starter > 214A, 2D
224
240
0
29.5%
Corner
CD, 236D
124
140
0
19.5%
Anywhere
Works anywhere on some characters, but drops when cornered on others. Also does more damage when the opponent is near the corner, where both hits of 236D connect.
CD, 214A, 2D
172
250
0
27%
Corner
j214P, close C
136
150
0
20%
Anywhere
The lower you hit the dive the easier it will be to combo after
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214AC, 236D
224
125
0.5
20.5%
Anywhere
Light Starter > [2]9AC~j.214AC, 214C
232
165
0.5
19.5%
Corner
Heavy Starter > 214AC, 236D
284
170
0.5
26.5%
Anywhere
Heavy Starter > 214AC, 214C, 2D
329
280
0.5
33.5%
Corner
Sweep ender.
CD, 214AC, 214C, cl.C
239
290
0.5
30%
Corner
Be aware, the cl.C ender will leave you in wakeup throw range without immediately walking back after.
j214P, [2]9AC~j214AC(2), 2D
259
150
0.5
20%
Anywhere
The lower you hit the dive the easier it will be to combo after
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214AC, [2]9AC~214AC, 214C
320
165
1.0
19.5%
Anywhere
Light Starter > 214AC, [2]9AC~214AC, 214C, 5C
351
235
1.0
26.5%
Corner
Corner extension.
Heavy Starter > 236BD, [2]9AC~214AC, 214C
377
210
1.0
25.5%
Anywhere
Heavy Starter > 214A, [2]9AC~214AC, 214AC, j.4/6C
401
170
1.0
31.5%
Corner
Air throw ender.
CD, 236BD, [2]9AC~214AC, 214C
255
220
1.0
23%
Anywhere
Starter > 214AC, 236BD, [2]9AC~214AC, 214C
348/408
165/210
1.5
19.5%/25.5%
Anywhere
Huge damage and corner carry, but in the corner it requires a very specific delay between 214AC and 236BD.
Light Starter > [2]9AC~214AC, 214C > 2141236K
360
165
1.5
19.5%
Corner
Light Starter > 214AC, 236D > 2141236K
359
250
1.5
21%
Corner
Slightly less damage than the above combo, but no charge needed.
Heavy Starter > 214A, 214AC, 236B > 2141236K
436
250
1.5
35.5%
Corner
236CD, [2]9AC~214AC, 2D
242
70
1.0
8%
Anywhere
Grounded Shatter Strike combo, note 2D will whiff if you cancel into 214AC too late.
236CD, [2]9AC~214AC, 214C
256
120
1.0
15.5%
Corner
Grounded Shatter Strike corner combo, varies from the combo below due to timing.
236CD, [2]9AC~214AC, 214C
282
120
1.0
15.5%
Midscreen
Air-hit Shatter Strike combo, will not work too close to either corner, timing varies by height.
236CD, 236D > 2141236K
317
80
1.5
16.5%
Anywhere
Works for both grounded and air hit, but requires manual timing for air hit.
A delay between 214C and [2]9AC~214AC may be necessary.
Heavy Starter > 236BD, [2]9AC~214AC, 214C > 2141236K
474
210
2.0
25.5%
Anywhere
Heavy Starter > 214A, 214AC, [2]9AC~214AC, 236B > 2141236K
509
250
2.0
35.5%
Corner
Starter > BC > cl.D > 3D (1) > 214AC, 236D > 2141236K
361/421
215/260
2.0
4%/10%
Anywhere
1000 and 1250 Quick Max midscreen combo. Quick Max is not optimal from the listed starters, but used for conversions from far pokes/3D (1). Note for all Quick Max routes: it may be necessary to use cl.C instead of cl.D for conversions from far range.
Starter > BC > cl.D > 3D (1) > [2]9AC~214AC, 214C > 2141236K
1500 Quick Max midscreen and corner combo. The timing on the super cancel can cause the last hit of 2141236K to drop, 236236P can be used instead for more consistency but slightly less damage.
CD, 236BD, [2]9AC~214AC, 214C > 2141236K
352
220
2.0
23%
Anywhere
Corner to corner.
Starter > 214AC, 236BD, [2]9AC~214AC, 214C
445/505
165/210
2.5
19.5%/25.5%
Anywhere
Light Starter > [2]9AC~214AC, 214C > 2141236BD
458
165
2.5
19.5%
Corner
Light Starter > 214AC, 236D > 2141236BD
446
125
2.5
21%
Corner
Delaying the super cancel is required to avoid drops.
Heavy Starter > 214A, 214AC, 236B > 2141236BD
517
250
2.5
35.5%
Corner
3 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 236B > 2141236K > 236236AC
523
125
3.0
18%
Anywhere
Heavy Starter > 236D > 2141236K > 236236AC
604
170
3.0
26.5%
Anywhere
Starter > BC > cl.D > 3D (1) > 214AC, 236D > 2141236CD
492/552
215/260
3.0
4%/10%
Anywhere
1000 Quick Max midscreen combo.
Starter > BC > cl.D > 3D (1) > [2]9AC~214AC, 214C > 2141236CD
499/559
255/300
3.0
4%/10%
Corner
1000 Quick Max corner combo.
Starter > BC > cl.D > 236D > 2141236K > 2141236CD
579/639
195/240
3.0
4%/10%
Anywhere
1250 and 1500 Quick Max midscreen and corner combo.