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.
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 > 2A > 6A
87
Standard light starter.
cl.5B > cl.5A > 2A > 6A
121
Extended light starter
Heavy Starters
Combo
Damage
Notes
cl.5C > 6A
122
Standard heavy starter, 2nd hit of cl.5C can be canceled if needed (usually range).
cl.5D
80
Not as useful but it has less damage scaling.
j.D > cl.5C > 6A
185
Really strong jump in, can cross up too.
Other Starters
Combo
Damage
Notes
CD
75
Standard Blow Back, can use 236P to get closer for combos outside of the corner.
236CD
75
Standard Shatter Strike, ruins 236AC if done raw.
2B > 2B > f.5B > 5D
124
Less optimal starter, the Target Combo creates different combos thanks to launching the opponent
Combos
Rush Auto Combo
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
cl.A > A > A > B
121
110
0
.15
Anywhere
Rush combo ending in a special move (236A), can combo into supers.
cl.A > A > A > C
233
30
1
.1
Anywhere
Rush combo ending in a super (2141236K).
cl.A > A > A > D
356
30
2
.1
Anywhere
Rush combo ending in a Max super (2141236BD).
cl.A > A > A > A
452
30
3
.1
Anywhere
Rush combo ending in a Climax super
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 41236K , BD > 623C
215
235
0
.4
Anywhere
His best light combo.
Light Starter > 236C
172
185
0
.2
Anywhere
More damage but won't work off lights without 6A.
2B > 2B > f.5B > 236A
107
140
0
.2
Anywhere
Version for raw lights.
Light Starter > 41236K (3) , j.2D > 623C
265
295
0
.49
Corner
Corner only, cancel 41236K after 3 hits.
Heavy Starter > 41236K , BD > 623C
258
250
0
.23
Anywhere
Basic heavy starter.
Heavy Starter > 236C
212
210
0
.23
Anywhere
Basic heavy starter.
Heavy Starter > 41236K (3) , j.2D > 623C
312
320
0
.5
Corner
Same as light variant.
.5 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 236AC > 236C
286
185
.5
.2
Anywhere
Simple combo but raw lights won't connect.
Light Starter > 41236BD > 236A
262
185
.5
.2
Anywhere
Alternate start that works off any light.
Light Starter > 236AC > 41236K (3) , j.2D > 623C
374
185
.5
.2
Corner
Simple combo but raw lights won't connect.
Heavy Starter > 236AC > 236C
333
210
.5
.24
Anywhere
Heavy version.
Heavy Starter > 236AC > 41236K (3) , j.2D > 623C
426
210
.5
.5
Corner
Simple combo but raw lights won't connect.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 236AC > 236AC
318
105
1
.1
Anywhere
Deals more than a super confirm.
2B > 2B > f.5B > 236A > 2141236K
263
140
1
.15
Anywhere
Less damage but more plus after.
Light Starter > 236AC > 41236BD > 623C
407
205
1
.3
Corner
Corner route.
Heavy Starter > 236AC > 236AC
367
130
1
.1
Anywhere
Same as light.
Heavy Starter > 236AC > 41236K (3) , j.2D > 623C
463
230
1
.35
Corner
Simple combo but raw lights won't connect.
Light Starter > 236AC > 236C > 2141236K
428
185
1.5
.2
Anywhere
Basic extension, can be reset with cl.5C from midscreen.