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 canceled before it finishes.
~
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.
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 "{}".
Combos
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
2B, 2B, 5B > 236A
136
0
15%
Anywhere
Basic light string into 236A, not the best damage
2B, 2A/c.C(1) > 4/6A > 41236D
214/206
0
25%
Anywhere
Confirm into 41236D, you can get 2 hits of c.C into 4/6A if done as a punish/after a crossup
... > 41236D > BD, 623C
223
0
40%
Anywhere
41236D break combo, and best midscreen meterless route
2B, 2A/c.C(1) > 4/6A > 41236D(3) > j.2D, 623C
277
0
45%
Corner
41236D cancelled into fastfall allows a DP followup in the corner for more damage
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
2B, 2A/c.C(1) > 4/6A > 236AC, 236C
281
50%
15%
Anywhere
236AC combo, 236C can whiff if done out of the corner
2B, 2A/c.C(1) > 4/6A > 41236D > BD, 623AC
271
50%
30%
Anywhere
Break into EX dp, simple damage increase from his normal midscreen route
2B, 2A/c.C(1) > 4/6A > 236AC, 41236D > j.2D, 623C
391
50%
49%
Corner
236AC wallsplat when in the corner leaves them crumpled with enough time to follow up with 41236, very good corner route
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
2B, 2A/c.C(1) > 4/6A > 236C > 2141236B/D
322
1
15%
Anywhere
Simple combo into super, the cancel from 236C can be done late and still combo to make the cancel simpler