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
?
Standard low light confirm.
Heavy Starters
Combo
Damage
Notes
j.X > ?
Standard jump-in starter.
Other Starters
Combo
Damage
Notes
CD
75
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
0
Rush combo ending in a special move.
cl.A > A > A > C
1
Rush combo ending in a super.
cl.A > A > A > D
2
Rush combo ending in a Max super.
cl.A > A > A > A
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
cl.B*2 > 2B > 41236P
170
135
0
25%
Anywhere
cl.A > cl.C > 6A*5 > 63214A
258
200
0
35%
Corner
cl.D (1st hit) > 6A*5 > 63214A
217
140
0
30%
Anywhere
2D > 63214A (Last Hit)
171
70
0
20%
Anywhere
Your go to anti air confirm
2D > 63214A (Both Hits)
204
110
0
25%
Anywhere
If you get a favorable launch or near corner you can get both hits if you walk forward
2D > 41236P (Last Hit)
140
70
0
20%
Anywhere
Easier anti-air confirm, its possible to get both hits but its unlikely
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Anywhere
0.5 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
cl.A > cl.C > 6A*5 > 63214AC > 2D > 63214A
357
310
0.5
49%
Anywhere
Landing "Strength Shot A" (63214A) You have to hold [A] and walk forward to get both hits!
cl.A > cl.C > 6A*5 > 63214AC > 2D > 41236P
351
330
0.5
50%
Anywhere
You use "Boomerang Shot" (41236P) if you're going to super cancel or switch sides
cl.B*2 > 2B > 63214AC > 2D > 63214A
305
185
0.5
35%
Anywhere
cl.B*2 > 2B > 63214AC > 2D > 41236P
298
205
0.5
35%
Anywhere
cl.C > 6A*5 > 63214AC > 2D > 63214A
355
280
0.5
48%
Anywhere
cl.C > 6A*5 > 63214AC > 2D > 41236P
348
300
0.5
48%
Anywhere
cl.D > 6A*5 > 63214AC > 2D > 63214A
365
290
0.5
48%
Anywhere
Close D is always going to net you more damage, best used for hard punishes