! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 236AC, 214C || 212 || 150 || 0.5 || 20% || Anywhere || Easy to execute grants a hard knockdown.
| '''Light Starter''' > 236AC, 214C || 183 || 120 || 0.5 || 20% || Anywhere || Easy to execute and grants a safejump.
|-
|-
| '''Light Starter'''/'''Heavy Starter''' > 623AC, (delay) 214C || 230/282 || 150 || 0.5 || 20% || Anywhere || Stronger confirm. You can use 623C instead of 214C for 3-4 more damage, but you lose the hard knockdown.
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C || 260/346 || 200/260 || 0.5 || 40% || Anywhere || Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.
| '''Light Starter''' > 236AC, 623C, 2D || 247 || 210 || 0.5 || 30% || Anywhere || Easier combo than above. If you aren't point blank or in the corner then 2D will whiff - end with 214A instead in those situations.
| '''Heavy Starter''' > 623AC, j.236C, 623C, 2D || 385 || 310 || 0.5 || 45% || Corner || Optimal corner combo. Sacrifices 214C okizeme for damage/stun. More technical and difficult than the above combo.
|-
|-
| CD > (214A), 623AC, (delay) 214C || 225 || 160 || 0.5 || 25% || Midscreen || Whiffing the 214A will sometimes put Shun'ei in range for 623AC, allowing for this combo.
| CD > (214A), 623AC, 623C, 214C || 284 || 240 || 0.5 || 40% || Midscreen || Whiffing the 214A will put Shun'ei in range for 623AC, allowing for this combo. This combo won't work if you're cornered and too close to the opponent when you hit CD. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead.
|-
|-
| CD > (214A), 623AC, 623C, 214C || 284 || 240 || 0.5 || 45% || Corner || 623AC combos work in the corner after a CD, even if you whiff a 214A.
| CD, j.236C, 623AC, 623C, 214C || 322 || 280 || 0.5 || 45% || Corner || Optimal but very precise. The above combo is recommended instead.
| Counterhit j.CD, 623AC, 214C || 269 || 140 || 0.5 || 20% || Midscreen || Easier confirm than above. You can check your 623AC spacing to see if you need to use this route or not.
| 6B > j.236AC, 214C || 200 || 100 || 0.5 || 4.5% || Midscreen || Conversion off 6B > j.236AC. You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff.
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
51
Standard low light confirm.
Heavy Starters
Combo
Damage
Notes
cl.D > 6A
122
Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage.
f.C > 6A
82
Spaced 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.
6B > j.236C
102
Pressure sequence/frametrap that leads to conversions.
6B > j.236AC
125
Same as above.
Counterhit j.CD
100
Leads to juggles.
236CD
75
Shatter Strike.
Combos
Note: For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)
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
106
120
16%
Anywhere
Crouching light meterless BNB. Subtract a cr.B or not depending on range.
2B > Rush Autocombo
133
105
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 build some meter, this makes your okizeme weaker though.
Heavy Starter > 214C
194
180
25%
Anywhere
The damage and meter gain are significantly less, but this does grant you a safejump.
cl.D > 6B > j.236C, 214C
235
220
33%
Corner
6B > j.236C, 214C is also the optimal for meterless 6B > j.236C corner combos.
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. If done at CD tip range, 214C will whiff - you can 214A again instead.
CD > 214A, 623A, cl.C
194
250
30%
Corner
High damage option that ends in an air reset. If you don't go for the 214A buffer, you can do 623C, 2D instead for more damage.
CD, j.236C, 214C
190
200
30%
Corner
Need to use a tiger knee motion for the j.236C.
CD, 623C, 2D
211
250
33%
Corner
High damage option that ends in a soft knockdown.
Counterhit j.CD, 214C
176
140
20%
Anywhere
Counterhit j.CD, 623C, 2D
252
230
33%
Corner
Harder to counterhit confirm than the above combo, and worse okizeme.
Counterhit j.CD > j.236C, 623C, 2D
301
270
40%
Corner
Even harder to counterhit confirm.
Counterhit j.CD > j236C, 214C
229
180
30%
Corner
Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 236AC, 214C
183
120
0.5
20%
Anywhere
Easy to execute and grants a safejump.
Light Starter/Heavy Starter > 623AC, 623C, 214C
260/346
200/260
0.5
40%
Anywhere
Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.
Light Starter > 236AC, 623C, 2D
247
210
0.5
30%
Anywhere
Easier combo than above. If you aren't point blank or in the corner then 2D will whiff - end with 214A instead in those situations.
cl.D > 6B > j.236C, 623AC, 623C, 214C
376
300
0.5
55%
Corner
Meter positive.
Heavy Starter > 623AC, j.236C, 623C, 2D
385
310
0.5
45%
Corner
Optimal corner combo. Sacrifices 214C okizeme for damage/stun. More technical and difficult than the above combo.
CD > (214A), 623AC, 623C, 214C
284
240
0.5
40%
Midscreen
Whiffing the 214A will put Shun'ei in range for 623AC, allowing for this combo. This combo won't work if you're cornered and too close to the opponent when you hit CD. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead.
CD, j.236C, 623AC, 623C, 214C
322
280
0.5
45%
Corner
Optimal but very precise. The above combo is recommended instead.
Counterhit j.CD, 623AC, 623C, 214C
337
220
0.5
40%
Midscreen
Counterhit j.CD, 623AC, 214C
269
140
0.5
20%
Midscreen
Easier confirm than above. You can check your 623AC spacing to see if you need to use this route or not.
Counterhit j.CD, 214AC
214
80
0.5
8%
Midscreen
Even easier confirm.
6B > j.236AC, 214C
200
100
0.5
4.5%
Midscreen
Conversion off 6B > j.236AC. You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623AC, 623C, 214AC
317
170
1
25%
Anywhere
Light Starter > 236AC, run, 623C, 214AC
306
170
1
25%
Anywhere
Requires a microdash before 623C. You can input 623 as 6623C to make it easier.
Light Starter > 236AC, 623AC, (delay) 214C
289
150
1
20%
Anywhere
Easiest light confirm combo.
Heavy Starter > 623C, 214A > 236236K or P
405/397
260
1
40%
Anywhere
236236K swaps sides, so opt for the weaker 236236P if you want to keep screen positioning.
Light Starter > 236AC, 623AC, 623C, 214C
344
230
1
40%
Corner
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C
441
300
1
55%
Corner
Optimal corner combo. Tiger Knee'ing the j.236C is recommended (2369C). Although 236AC combos from lights, light confirms will usually push Shun'ei too far to connect j.236C.
cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C
421
310
1
45%
Corner
Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use 214AC instead of 236AC and end the combo there.
Alternate combo to avoid switching sides. The delay is fairly specific. 214C can be easier.
Light Starter > 623AC, 623C, 214C > 236236BD
519
230
2.5
40%
Corner
Light Starter > 236AC, 623C, 214A > 236236BD
504
230
2.5
40%
Corner
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD
606
300
2.5
55%
Corner
3 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214A > 236236K > 236236AC
534
150
3
20%
Anywhere
Finnicky Advanced Cancel. You have to reverse the 236236AC input and time it so you still get all the hits of the 236236K. Try counting the hits of 236236K to help your timing.
1250 Max timer combo. Very strong, generally this will be optimal midscreen, even if you chose to spend 3.5 bars. You will have to input the Climax in reverse.