| '''Starter''' > BC, cl.C > 6A > 236BD, 6623C > 236236P || 419/511 || 265/300 || 2.0 || 7%/13% || Anywhere || 1000/1250 Quick Max combo. Omission of 6A may be needed to prevent drops. Also, off Heavy starters, 2C can be used instead of cl.C for slightly more damage, however this can make followups more difficult, especially at longer ranges.
| '''Heavy Starter''' > 236BD, 6623C > 236236C > 236236BD || 787 || 260 || 3.5 || 43% || Anywhere || As always, using 236236C is important to make sure the super after hits.
| '''Heavy Starter''' > 236BD, 6623C > 236236C > 236236BD || 753 || 190 || 3.5 || 34% || Anywhere || Note: Performing 6623C too early in this and similar routes will cause 236236BD to '''whiff on smaller characters.''' Delay your 6623C accordingly.
| '''Starter''' > BC, cl.C > 623C > 236236AC > 2141236CD || 704/816 || 225/260 || 4.0 || 7%/13% || Anywhere || Pretty much ''the'' 4-bar combo for this character, 1250 and 1500 Quick Max. You can try using 2C instead of cl.C for slightly more damage.
|-
| '''Heavy Starter''' > BC, 2C > 623C > 236236AC > CLIMAX || 847 || 350 || 4 || 20% || Anywhere || Still not that reliable.<br/> '''1250/1500MAX'''
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Heavy Starter''' > 623C > 236236AC > CLIMAX || 918 || 260 || 5 || 40% || Anywhere || The usual meter dump, using 214A from Heavies is more reliable but does 901.
| '''Heavy Starter''' > 236BD, 236AC, BC, 623A > 236236C > 236236BD > CLIMAX || 1008 || 200 || 5 || 35% || Anywhere || A surprising easy ToD, 6A scales it and makes it harder.<br/> '''1250/1500MAX'''
| cl.C/2C > 236BD, 236AC, BC, 623A > 236236A > 236236BD > 2141236CD || 997/1007 || 130/150 || 5.0 || 17% || Corner || Hyper-specific corner only mid-combo Raw Max combo. Character has to be in the absolute corner. Jump-in starter recommended(cl.C required for jump-ins).
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, f.B
65
Low confirm. 2A is stubby, but on hit will always chain to f.B.
2B, cl.A, cl.C
110
Low into Heavy starter, need to be close to get cl.A.
j.B, cl.A, cl.C > 6A
182
Crossup link into Heavy, works on non crossups too but 6A won't connect.
Heavy Starters
Combo
Damage
Notes
jC, cl.C > 6A
201
Standard heavy starter. Be aware that cl.C's huge activation proximity means a cancelled-into 6A can whiff. Omission may be necessary to prevent drops.
2C > 6A
137
Big damage starter. Reserve for guaranteed punishes due to 2C's slow startup.
Other Starters
Combo
Damage
Notes
CD
75
Standard CD, leads to big damage anywhere with and without cancels.
236CD
75
Shatter Strike, works the same as 214BD routes.
Counter jCD
125
Haohmaru's really good at fishing for these and getting big rewards.
6A
70
Overhead Quick Max starter.
236D
110
Used as mix in blockstrings.
236AC (1st hit)
30
Heavily scaled juggle.
(AA) Counter 2C
112
Causes a juggle.
Counter AC Clean Hit
375
Causes a crumple that only supers can follow.
Combos
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
121
0
Rush combo ending in a Special move (214K).
cl.A > A > A > C
240
1
Rush combo ending in a Super (236236P).
cl.A > A > A > D
367
2
Rush combo ending in a Max Super (236236AC).
cl.A > A > A > A
469
3
Rush combo ending in a Climax.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623C
192
245
0
31%
Anywhere
Heavy Starter > 623C
262
280
0
37%
Anywhere
Heavy Starter > 214A
199
170
0
26%
Anywhere
214A leads to a safejump.
Heavy Starter > 236B
199
170
0
26%
Anywhere
236B leaves the opponent standing.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214BD, 6623C
269
245
0.5
33%
Anywhere
The go-to EX from lights. Ender can be swapped out for 6623A or 623C if 6623C is too difficult.
Light Starter > 214BD, 214A, 623C
309
305
0.5
45%
Corner
214A juggles on air hit, giving a DP followup.
Heavy Starter > 236BD, AC
407
260
0.5
33%
Anywhere
No oki, but big damage.
Heavy Starter > 236BD, 6623C
381
280
0.5
39%
Anywhere
Trades damage for slightly better metergain, stun, and oki.
Heavy Starter > 236BD, 214A, 623C
425
340
0.5
50%
Corner
Gives a safejump.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623C > 236236P
310
155
1.0
26%
Anywhere
Light Starter > 214BD, 214A, 623AC
344
135
1.0
20%
Corner
Heavy Starter > 236BD, 4214AC, 623C
463
280
1.0
37%
Anywhere
Heavy Starter > 236BD, 214A, 6623AC
476
240
1.0
26%
Corner
Allows him to go for run DP.
Light Starter > 214BD, 623C > 236236P
363
155
1.5
28%
Anywhere
Another standard super ender. (379 damage with 6623C)
Heavy Starter > 236BD, 214A, 623C > 236236P, 4214AC
584
250
2
45%
Corner
Wave route into OTG.
Starter > BC, cl.C > 6A > 236BD, 6623C > 236236P
419/511
265/300
2.0
7%/13%
Anywhere
1000/1250 Quick Max combo. Omission of 6A may be needed to prevent drops. Also, off Heavy starters, 2C can be used instead of cl.C for slightly more damage, however this can make followups more difficult, especially at longer ranges.
Hyper-specific corner only mid-combo Raw Max combo. Character has to be in the absolute corner. Jump-in starter recommended(cl.C required for jump-ins).
Blowbacks and Shatter Strike
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
CD > 236C
131
140
0
15%
Anywhere
The most mediocre option but it works from canceling anywhere.
CD > 214C, 623C
228
330
0
45%
Corner
More rewarding, if you don't cancel in time, 214A will work instead.
CD > 236D, 214C, 623C
294
400
0
57%
Corner
Need to be point blank in there, not too reliable but rewarding.
CD, 4214C
155
220
0
25%
Anywhere
Technically works from a cancel but not all hits will connect.
CD, 66, AC
215 [285]
250 [400]
0
27% [43%]
Anywhere
Even better when its a [Clean Hit].
236CD, 623C/6623C/6623A
202 / 219 177
170 80
.5
25% 20%
Anywhere
Literally the same as 214BD with a bit more breathing room for 6623C.
236CD, 214A, 623C
263
230
.5
40%
Corner
Still acts like 214BD.
(AA) 236CD, 236D, AC
326 [406]
220 [370]
.5
40% [47%]
Anywhere
Now this, this is something new. You have to delay the 236D a bit, and Clean Hits are even harder so you can always do for 6623C instead. [Clean Hit]
Counter jCD, AC
315 [410]
230 [380]
0
27% [43%]
Anywhere
The easiest confirm from a jCD...and you know what that means. [Clean Hit]
Counter jCD, 236D, 214C, 623C
426
380
0
60%
Corner
A lot easier to time.
Counter jCD, 236D, 214C, 623C > 236236AC > CLIMAX
1016
290
5
55%
Corner
it kills
Other Juggles
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
236D, AC
300 [395]
220 [370]
0
37% [51%]
Anywhere
You know where this is going, that said you may need to do a microdash for a guaranteed [Clean Hit].
236D, 214C, 623C
321
300
0
53%
Corner
Even without a jCD this work the same.
236AC, AC
210 [300]
150 [300]
.5
20% [30%]
Anywhere
As always with a launcher, AC is your easiest confirm, and as always you have the [Clean Hit].
236AC, 214C, 623C
229
230
.5
40%
Corner
Rather simple.
236AC, 4214AC, 623C
253
170
1
23%
Anywhere
You can use CD to whiff cancel into the 4214AC if needed.
(AA) Counter 2C > 623C
254
260
0
37%
Anywhere
A reliable confirm but it too isn't the best.
(AA) Counter 2C > 236D, 214C, 623C
386
360
0
60%
Corner
Damage may vary.
(AA) Counter 2C > 236D, 214C, 623C
1003
300
5
55%
Corner
it may kill (if all of 236D hits)
(AA) Counter 2C > 4214AC , 623C
348
260
0
37%
Anywhere
Your most reliable confirm but it too tends to drop hits.