| '''Light/Heavy Starter''' > BC > cl.D > 3D (1) > 214AC, 236D > 2141236K || 361/421 || 215/260 || 2.0 || 4%/10% || Anywhere || 1000 and 1250 Quick Max midscreen combo. Quick Max is not optimal from the listed starters, but used for conversions from far pokes/3D (1). Note for all Quick Max routes: it may be necessary to use cl.C instead of cl.D for conversions from far range.
| '''Light/Heavy Starter''' > BC > cl.D > 3D (1) > 214AC, 236D > 2141236K || 361/421 || 215/260 || 2.0 || 4%/10% || Anywhere || 1000 and 1250 Quick Max midscreen combo. Quick Max is not optimal from the listed starters, but used for conversions from far pokes/3D (1). Note for all Quick Max routes: it may be necessary to use cl.C instead of cl.D for conversions from far range.
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| '''Light/Heavy Starter''' > BC > cl.D > 3D (1) > [2]9AC~214AC, 214C > 2141236K || 366/426 || 255/300 || 2.0 || 4%/10% || Anywhere || 1000 and 1250 Quick Max corner combo.
| '''Light/Heavy Starter''' > BC > cl.D > 3D (1) > [2]9AC~214AC, 214C > 2141236K || 366/426 || 255/300 || 2.0 || 4%/10% || Corner || 1000 and 1250 Quick Max corner combo.
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| '''Light/Heavy Starter''' > BC > cl.D > 214AC, [2]9AC~214AC, 214C (1) > 2141236K || 396/456 || 175/220 || 2.0 || 4%/10% || Anywhere || 1500 Quick Max midscreen and corner combo. The timing on the super cancel can cause the last hit of 2141236K to drop, 236236P can be used instead for more consistency but slightly less damage.
| '''Light/Heavy Starter''' > BC > cl.D > 214AC, [2]9AC~214AC, 214C (1) > 2141236K || 396/456 || 175/220 || 2.0 || 4%/10% || Anywhere || 1500 Quick Max midscreen and corner combo. The timing on the super cancel can cause the last hit of 2141236K to drop, 236236P can be used instead for more consistency but slightly less damage.
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 on some characters, but drops when cornered on others. Also does more damage when the opponent is 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.
A delay between 214C and [2]9AC~214AC may be necessary.
Heavy Starter > 236BD, [2]9AC~214AC, 214C > 2141236K
474
210
2.0
25.5%
Anywhere
Heavy Starter > 214A, 214AC, [2]9AC~214AC, 236B > 2141236K
509
250
2.0
35.5%
Corner
Light/Heavy Starter > BC > cl.D > 3D (1) > 214AC, 236D > 2141236K
361/421
215/260
2.0
4%/10%
Anywhere
1000 and 1250 Quick Max midscreen combo. Quick Max is not optimal from the listed starters, but used for conversions from far pokes/3D (1). Note for all Quick Max routes: it may be necessary to use cl.C instead of cl.D for conversions from far range.
Light/Heavy Starter > BC > cl.D > 3D (1) > [2]9AC~214AC, 214C > 2141236K
1500 Quick Max midscreen and corner combo. The timing on the super cancel can cause the last hit of 2141236K to drop, 236236P can be used instead for more consistency but slightly less damage.