| 236CD, 214BD, 6623C || 313 || 170 || 1.0 || 26% || Midscreen || Air hit Shatter Strike. Requires VERY precise timing.
|-
| 236CD, 4214AC, 623C || 301 || 170 || 1.0 || 24% || Midscreen || Air hit Shatter Strike. Much more consistent than the previous combo, but note some hits from 4214AC can whiff, resulting in missing ~30 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, farB
65
Low confirm. 2A is stubby, but on hit will always chain to farB.
2B, clA, clC
110
Low into Heavy starter, need to be close to get clA. (Works after 2A)
jB, clA, clC > 6A
182
Crossup link into Heavy, works on non crossups too but 6A won't connect.
Heavy Starters
Combo
Damage
Notes
jC, clC > 6A
201
Standard heavy starter. Be aware that cl.C's huge activation proximity means a cancelled-into 6A can whiff. Omission may be necessary to prevent drops.
2C > 6A
137
Big damage starter. Reserve for guaranteed punishes due to 2C's slow startup.
Other Starters
Combo
Damage
Notes
CD
75
Standard CD, leads to big damage anywhere with and without cancels.
236CD
75
Shatter Strike, works the same as 214BD routes.
Counter jCD
125
Haohmaru's really good at fishing for these and getting big rewards.
6A
70
Overhead Quick Max starter.
236D
110
Used as mix in blockstrings.
Combos
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
121
0
Rush combo ending in a Special move (214K).
cl.A > A > A > C
240
1
Rush combo ending in a Super (236236P).
cl.A > A > A > D
367
2
Rush combo ending in a Max Super (236236AC).
cl.A > A > A > A
469
3
Rush combo ending in a Climax.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623C
192
245
0
31%
Anywhere
Ol' reliable.
Heavy Starter > 623C
328
350
0
47%
Anywhere
Not as reliable after lights, but still a big hitter.
Heavy Starter > 214A/236B
269
220
0
30%
Anywhere
The more reliable options, 214A leads to a safejump and 236B leaves them standing.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214BD, 623C/6623C/6623A
253 / 269 229
245 155
0.5
31%
Anywhere
The go to EX from lights, 623C is the most reliable, 6623A gives you the most oki and 6623C is the hardest and most risky ender.
Light Starter > 214BD, 214A, 623C
309
305
0.5
45%
Corner
214A juggles on air hit, giving a DP followup.
Heavy Starter > 236BD, AC
463
330
0.5
43%
Anywhere
No oki, but big damage.
Heavy Starter > 236BD, 6623C
439
350
0.5
47%
Anywhere
Trades damage for better metergain, stun, and oki.
Heavy Starter > 236BD, 214A, 623C
479
410
0.5
55%
Corner
Gains a safejump on 623C, also a full refund on meter.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623C > 236236P
310
155
1
26%
Anywhere
Standard super confirm.
Light Starter > 214BD, 214A, 623AC
344
135
1
20%
Corner
Naturally does more damage.
Heavy Starter > 236BD, 4214AC, 623C
515
350
1
47%
Anywhere
Extended route thanks to 4214AC's ground bounce.
Heavy Starter > 236BD, 214A, 6623AC
529
240
1
37%
Corner
Allows him to go for run DP.
Light Starter > 214BD, 623C > 236236P
363
155
1.5
26%
Anywhere
Another standard super ender. (379 damage with 6623C)
Light Starter > 214BD, 214A, 623C > 236236P
412
215
1.5
39%
Corner
Corner version.
Heavy Starter > 236BD, 6623C > 236236P
549
260
1.5
45%
Anywhere
Getting 6623C ensure maximum damage.
Heavy Starter > 236BD, 214A, 623C > 236236P
582
320
1.5
53%
Corner
Corner version.
2 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623C > 236236AC
430
155
2.0
26%
Anywhere
Heavy Starter > 236BD, 4214AC, 623C > 236236P
566
190
2.0
32%
Anywhere
Starter > BC, cl.C > 6A > 236BD, 6623C > 236236P
419/511
265/300
2.0
7%/13%
Anywhere
1000/1250 Quick Max combo. Omission of 6A may be needed to prevent drops. Also, off Heavy starters, 2C can be used instead of cl.C for slightly more damage, however this can make followups more difficult, especially at longer ranges.
Hyper-specific corner only mid-combo Raw Max combo. Character has to be in the absolute corner, and 236BD must be directly from cl.C or 2C without using 6A. Jump-in starter recommended.