| '''Heavy starter''' > 214AC>236P, 623D > 623P || 408 || 300 || 0,5 || 49% || Corner || Delay 236P-extender as long as possible to get 623D. 623B is more lenient with delay for less stun and meter.
|-
| s.CD > (6A), 6B, 214AC>236P, 426A || 266 || 180 || 0,5 || 24% || Midscreen || CD-conversion in midscreen, does not work in the corner. Switch 6A whiff to 6B depending on range. Delay 236P to get 426A.
|-
| s.CD, 426AC>236P, 623B > 623P || 296 || 230 || 0,5 || 40% || Corner || Do not cancel CD into 426AC, also depending on the range you hit it the pullback will sideswitch.
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).
2C > 6B
108
When you're unsure of cl.D connecting 2C also forces standing.
Other Starters
Combo
Damage
Notes
s.CD
75
Important normal
CH j.CD
100
Air-to-air counterhit starter
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.
s.CD > (6A), 6B, 623B
191
220
0
25%
Anywhere
Standard CD conversion. Replace 6A whiff with 6B in case you're too far.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light starter > 623BD, 5C
190
130
0,5
10%
Anywhere
Not recommended since it does bad damage.
Heavy starter > 214AC>236P, 426A
296
150
0,5
25%
Anywhere
The most cost effective combo midscreen.
Heavy starter > 214AC>236P, 623D > 623P
408
300
0,5
49%
Corner
Delay 236P-extender as long as possible to get 623D. 623B is more lenient with delay for less stun and meter.
s.CD > (6A), 6B, 214AC>236P, 426A
266
180
0,5
24%
Midscreen
CD-conversion in midscreen, does not work in the corner. Switch 6A whiff to 6B depending on range. Delay 236P to get 426A.
s.CD, 426AC>236P, 623B > 623P
296
230
0,5
40%
Corner
Do not cancel CD into 426AC, also depending on the range you hit it the pullback will sideswitch.