| '''Heavy Starter''' > 623B || 210 || 190 || 0 || 25% || Anywhere || Heavy starter, add a 623P when in the corner.
| '''Heavy Starter''' > 623B || 210 || 190 || 0 || 25% || Anywhere || Heavy starter, add a 623P when in the corner.
|-
|-
| cl.B > cl.A~C, cl.B, 5A > 623B || 183 || 200 || 0 || 25% || Anywhere || Point blank starter with roll-throw OS kneaded in. Close B is double the damage compared to 2B.
| cl.B > cl.A+C, cl.B, 5A > 623B || 183 || 200 || 0 || 25% || Anywhere || Point blank starter with roll-throw OS kneaded in. Close B is double the damage compared to 2B.
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 > 5A
54
Standard low light confirm.
2B/cl.B > cl.A > cl.B > 5A
86/101
Point blank roll-throw OS confirm (hide a heavy with cl.A)
Heavy Starters
Combo
Damage
Notes
cl.D > 6B
118
Optimal heavy punish (force stand to get 6B)
Other Starters
Combo
Damage
Notes
s.CD > 6A(whiff), 6B
109
CD hit conversion, replace 6A with another 6B if you need the range
far B > 2A
53
Standing low MAX confirm
5C
70
Far reaching MAX cancel
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
185
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
348
2
Rush combo ending in a Max super.
cl.A > A > A > A
445
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623B
138
140
0
20%
Anywhere
The simplest confirm into a special, add a 623P when in the corner.
Heavy Starter > 623B
210
190
0
25%
Anywhere
Heavy starter, add a 623P when in the corner.
cl.B > cl.A+C, cl.B, 5A > 623B
183
200
0
25%
Anywhere
Point blank starter with roll-throw OS kneaded in. Close B is double the damage compared to 2B.