Light Starter will denote a 2B, 2A starter. Assume any combos with this starter will also work off of heavy starters. Other light starters include, but not limited to:
2A x2
5B
Heavy Starter will denote a 2C > 4A starter. Other heavy starters include, but not limited to:
c.D/c.C > 4A
2C/c.D/c.C > 6A
(cancel) 236CD, 2C > 4A
Any combo using aforementioned starters can be used after a jump in.
Rush Auto Combo
Meterless: Ends with 63214A. (206 DMG)
1 Meter: Ends with 236236K. Can be followed up with a 214A. (230 DMG, 294 when using 214A followup.)
2 Meter: Ends with 236236BD. (359 DMG)
3 Meter: Ends with 2141236CD. (441 DMG)
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
Notes
Light Starter > 63214A
197
60
0
26%
Anywhere
Will only work from near point-blank.
2B > Rush Autocombo (B Ender)
227
60
0
32%
Anywhere
Technically optimal, but has even more limited range than the above combo.
Light Starter > 236A
149
140
0
19%
Anywhere
Works from slightly further than 63214A.
Light Starter > 2A > 236A(1) > AB
117
220
0
16%
Anywhere
If too far, must cancel 236A early, otherwise the second hit will whiff and you will be punishable.
Heavy Starter > 63214A
271
170
0
35%
Anywhere
Works consistently from all ranges if using 2C > 4A.
Heavy Starter > 236C
259
270
0
33%
Anywhere
More consistent when using non-2C > 4A starters.
Heavy Starter > 236C(2) > 5D > 4214D
421
300
0
55%
Corner
Big meterless damage.
Anywhere
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
Notes
Light Starter > 236AC > 4A > 4214D
294
160
0.5
32%
Anywhere
Works from 2B > 2A > 2A range. Will not work at all if near the corner.
Light Starter > 236AC > 214B
195
60
0.5
18%
Corner
Strictly not recommended. Use this if you accidentally autopilot 236AC and want to keep the corner. In general, spending 0.5 Bars is not worth it in the corner.
Light Starter > 214BD
179
60
0.5
5%
Anywhere
Quick sideswap. Not recommended if the opponent is cornered.
Heavy Starter > 236C > 214BD
371
270
0.5
33%
Anywhere
Quick sideswap as well as some extra damage. Not recommended if the opponent is cornered.
Heavy Starter > 236AC > 4A > 4214D
368
270
0.5
40%
Midscreen
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
Notes
Light Starter > 236A(1) > 236236B > 214B
322
100
1
27%
Anywhere
Avoid using the 214B if you have the opponent cornered, otherwise you will lose all momentum.
5B > 236A(1) > 236236B > 214B
314
70
1
23%
Anywhere
Ranged 5B confirm. Cancel 236A(1) into AB on block.
Heavy Starter > 236C(2) > 236236B > 214B
407
230
1
39%
Midscreen
Heavy Starter > 236C(2) > AB > 5D > 236236B > 214B
503
300
1
50%
Corner
Loses all momentum. Only worth if it'll close the round, otherwise do the meterless route.
1.5 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
Notes
5B > 236A(1) > 236236B > 214BD
367
70
1.5
Anywhere
Ranged 5B confirm. Cancel 236A(1) into AB on block.
Light Starter > 236AC > 236C(2) > 236236B > 214B
387
140
1.5
32%
Midscreen
Light Starter > 236AC > 236C(2) > 236236B > 214B
357
90
1.5
27%
Corner
Inferior version of the above combo. Sends the opponent back towards the corner, but lacks oki.
Light Starter > 236A(1) > 236236B > 214BD
370
100
1.5
13%
Corner
Highest corner damage from a light for 1.5 bars. Loses the corner.
Heavy Starter > 236C(2) > AB > 5D > 236236B > 214BD
550
300
1.5
37%
Corner
All 1.5 bar corner combos lose the corner. If planning on keeping the corner, don't bother with 1.5 bar.