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 > 2B > 2A
80
Standard low light confirm.
Heavy Starters
Combo
Damage
Notes
cl.D > 6A
122
Grounded punish starter.
j.X > cl.C > 6A
176
Standard jump-in starter. Usually is more consistent than cl.D due to D normals' pushback.
Other Starters
Combo
Damage
Notes
CD
75
cl.D > 6B
113
Leads to his air specials.
(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
125
0
Rush combo ending in a special move.
cl.A > A > A > C
230
1
Rush combo ending in a super.
cl.A > A > A > D
350
2
Rush combo ending in a Max super.
cl.A > A > A > A
443
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter Gain
Location
notes
Light Starter > 214A
135
150
20%
Anywhere
Crouching light meterless BNB. Subtract a cr.B or not depending on range.
2B > Rush Autocombo
148
120
20%
Anywhere
Better Shun'ei low confirm, believe it or not.
Heavy Starter > 623C, 2D
266
270
40%
Anywhere
You can cancel 2D into 214A to get a little closer to the opponent on their wake up.
Heavy Starter > 214C
194
180
25%
Anywhere
The damage and meter gain are significantly less, but this does grant you a safe jump.
cl.D > 6B > j.236C, 214C
235
220
30%
Corner
CD > {214A}, 214C
143
160
25%
Anywhere
This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general.
CD > {214A}, 623A, cl.C
194
250
30%
Corner
If you cancel into 214A in the corner, go for this combo. If you don't cancel, your BNB of 623C, 2D is stronger.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
2B > 2B > 2A > 214AC
182
0.5
Anywhere
2B > 2B > 2A > 623AC, delay 214C
230
0.5
Anywhere
(j.X) > c.C > 6A > 623AC, 214C
272
0.5
Anywhere
2B > 2B > 2A > 623AC, 623C, 214A
278
0.5
Corner
2B > 2B > 2A > 236AC, 623C, 214A
281
0.5
Corner
(j.X) > c.C > 6A > 236AC, 623C, 214A
326
0.5
Corner
(j.X) > c.C > 6B > j.236C, 623AC, 623C, 214C
414
0.5
Corner
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
2B > 2B > 2A > 214A > 236236K
287
1
Anywhere
2B > 2B > 2A > 236AC, 623AC, 214C
306
1
Anywhere
2B > 2B > 2A > 623AC, 623C, 214AC
317
1
Anywhere
(j.X) > c.C > 6B > j.236AC, 214AC
269
1
Anywhere
(j.X) > c.C > 6A > 623C, 214A > 236236K
395
1
Anywhere
2B > 2B > 2A > 236AC, 623AC, 623C, 214A
351
1
Corner
(j.X) > c.C > 6B > j.236AC, 623AC, 214C
361
1
Corner
2B > 2B > 2A > 236AC, 623C, 236236K
358
1.5
Anywhere
Super canceling out of 623C makes Specter Extension whiff. Link into it instead.