! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2B > 2A > 214AC > [2]9AC~214AC > 214C > 2141236K|| 417 || 165 || 2.0 || 0.2 || Anywhere || the timing for the dive changes if you get to the corner
| '''Light Starter''' > 214AC, [2]9AC~214AC, 214C > 2141236K || 417 || 165 || 2.0 || 19.5% || Anywhere || The timing for the dive changes in the corner.
|-
|-
| 2B > 2A > 214AC > 214C [2]9AC~214AC > 236B > 2141236K|| 459 || 245 || 2.0 || 0.3 || Corner || let the dummy fall after 214C to make the dive consistent
| '''Light Starter''' > 214AC, 214C, [2]9AC~214AC, 236B > 2141236K || 459 || 245 || 2.0 || 33.5% || Corner || A delay between 214C and [2]9AC~214AC may be necessary.
|-
|-
| CD > 236BD > [2]9AC~214AC > 214C > 2141236K || 352 || 220 || 2.0 || 0.2 || Anywhere || This will always take the enemy to the corner
| CD > 236A > 2A > 214AC > 214C > [2]9AC~214AC > 236B > 2141236K || 410 || 390 || 2.0 || 0.45 || Corner || If you hit CD at tip range and immediately cancel into fireball, it makes the opponent stand and allows you to link 2A
| 214A > 214AC > [2]9AC~214AC > 236B > 2141236K || 458 || 160 || 2.0 || 0.2 || Corner || lights canceled into 214A is a frametrap and you get to capitalize off it here
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 > 2A
38
Standard low light confirm.
Heavy Starters
Combo
Damage
Notes
cl.C/2C > 3D (1)
98
Standard heavy starter. 2C's horizontal range is larger than cl.C's activation range, but 5C has greater vertical coverage if hopped over.
cl.D > 3D (1)
108
Slightly more damage, but cl.D's slower startup and smaller activation range means it's better to save this for guaranteed punishes.
cl.B > 5D
87
Special cancellable target combo.
Other Starters
Combo
Damage
Notes
CD
75
Combos
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
129
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
356
2
Rush combo ending in a Max super.
cl.A > A > A > A
444
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 236B
116
125
0
18%
Anywhere
Heavy Starter > 236D
197
170
0
26.5%
Anywhere
Heavy Starter > 214A, 2D
224
240
0
29.5%
Corner
CD, 236D
124
140
0
19.5%
Anywhere
Works anywhere, but does more damage near the corner, where both hits of 236D connect.
CD, 214A, 2D
172
250
0
27%
Corner
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214AC, 236D
224
125
0.5
20.5%
Anywhere
Light Starter > [2]9AC~j.214AC, 214C
232
165
0.5
19.5%
Corner
Heavy Starter > 214AC, 236D
284
170
0.5
26.5%
Anywhere
Heavy Starter > 214AC, 214C, 2D
329
280
0.5
33.5%
Corner
Sweep ender.
CD, 214AC, 214C, cl.C
239
290
0.5
30%
Corner
Be aware, the cl.C ender will leave you in wakeup throw range without immediately walking back after.