| 2B > 2A > 623AC || 209 || 60 || || || Anywhere || Low light confirm for when you're too far to connect 2B > 2A > 3C, _and_ you want to spend a bit of bar.
| 2B > 2A > 623AC || 209 || 60 || || || Anywhere || Low light confirm for when you're too far to connect 2B > 2A > 3C, *and* you want to spend a bit of bar.
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 and Enders
Keep in mind: The combos in the "Combos" section have been tested using both of the starters in bold.
The other starters in each table should also work in each case, but may not.
Starters
Combo
Damage
Notes
j.X > cl.C > 6A
199
Primary jump-in combo for consistency thanks to cl.C's speed. cl.C on its own is good for quick punishes.
2B > 2B > 3C
112
Primary low light confirm. Rarely works after a jump-in, not where you'd really use it anyway.
cl.D > 6A
146
Most damaging combo starter. Slower than cl.C, best used after a deep jump-in or as a max damage punish.
Other Starters
Combo
Damage
Notes
CD
75
Goes over most low projectiles in the game and has huge range, but relatively slow start-up.
2C, f.C, 6A
X
Single-hit-confirmable into Super and Quick Max. 6A has good range but slower start-up, 2C has ok range and good start-up, f.C is a happy middle. 2C being special cancelable has a larger confirm window for super.
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Enders
Number
Combo
Damage
Stun
Meter Cost
Meter Gain
Location
Notes
1
214B
78
80
0
?
Anywhere
Advantageous on hit. Best used for continued pressure.
2
214A
90
60
0
?
Anywhere
Provides less stun than the above and the opponent can recover on hit but does more damage.
3
41236B~623B
154
120
0
?
Anywhere
Ending in Power Dunk does less damage, the oki is more rewarding on hit.
4
41236B~623C
172
140
0
?
Anywhere
Most damaging meterless midscreen combo ender. Opponent can recover safely on hit unless if canceled into 2141236P.
5
41236B~623D
183
140
0
?
Anywhere
Most damaging meterless combo ender, but only works in the corner.
6
41236BD > 623BD > 41236B~623C
328
140
1
33%
Anywhere
Got meter to burn? No problem!
7
2141236P
200
0
1
0
Anywhere
Most damaging Level 1 Super ender. Can be canceled into after 623C to prevent the opponent from recovering safely (best to use the 632146P~236P method for this).
8
236236K
190
0
1
0
Anywhere
Slightly less damaging, but has better range. Are you OK?
9
2141236AC
355
0
2
0
Anywhere
Most damaging Level 2 Super if you have the time to spare.
10
236236BD
343
0
2
0
Anywhere
If you'd rather not bother with the extra dexterity, this is for you. Buster Wolf!
11
2141236CD
450
0
3
0
Anywhere
Buster... LAUNCHER!!!
Combos
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
146
0
Rush combo ending in a special move.
cl.A > A > A > C
231
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
452
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter Gain
Location
notes
Starters > 41236B > 623B
238/330
Anywhere
Great oki and damage. 41236B can be cancelled into 623C for more damage, but rarely worth the loss in Oki.
Starters > 41236B > 623D
262/300
Corner
Slight alteration to the basic combo for a pretty decent increase in damage in the corner.
2B > 2A > 623C
149
130
Anywhere
Low light confirm for when you're too far to connect 2B > 2A > 3C.
2C > 214A
155
Anywhere
Decent whiff punish. Single-hit-confirms from close range.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starters > 41236BD, 41236B > 623B
297/389
240/340
Anywhere
Great oki and damage and decent use of half a bar. 41236B can be cancelled into 623C for more damage, but rarely worth the loss in Oki.
Starters > 41236BD, 41236B > 623D
320/412
260/360
Corner
2B > 2A > 623AC
209
60
Anywhere
Low light confirm for when you're too far to connect 2B > 2A > 3C, *and* you want to spend a bit of bar.
2C > 214AC
222
70
Anywhere
Decent metered whiff punish. Single-hit-confirms from close range.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starters > 236CD, cl.D > 6A > 41236B > 623B
316/408
390/490
1
1.1
Anywhere
Always a little meter positive, and good damage to boot.
Starters > 236CD, cl.D > 6A > 41236B > 623D
328/420
410/510
1
1.3
Corner
Bit more damage and a bit more stun in the corner, good to keep on the mind.