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 > 2B > 2A
80
Standard low light confirm.
Heavy Starters
Combo
Damage
Notes
cl.D > 6A
122
Grounded punish starter.
j.X > cl.C > 6A
176
Standard jump-in starter. Usually is more consistent than cl.D due to D normals' pushback.
Other Starters
Combo
Damage
Notes
CD
75
cl.D > 6B
113
Leads to his air specials.
(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
125
0
Rush combo ending in a special move.
cl.A > A > A > C
230
1
Rush combo ending in a super.
cl.A > A > A > D
350
2
Rush combo ending in a Max super.
cl.A > A > A > A
443
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter Gain
Location
notes
Light Starter > 214A
135
150
20%
Anywhere
Crouching light meterless BNB. Subtract a cr.B or not depending on range.
2B > Rush Autocombo
148
120
20%
Anywhere
Better Shun'ei low confirm, believe it or not.
Heavy Starter > 623C, 2D
266
270
40%
Anywhere
You can cancel 2D into 214A to get a little closer to the opponent on their wake up.
Heavy Starter > 214C
194
180
25%
Anywhere
The damage and meter gain are significantly less, but this does grant you a safe jump.
cl.D > 6B > j.236C, 214C
235
220
30%
Corner
CD > {214A}, 214C
143
160
25%
Anywhere
This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general.
CD > {214A}, 623A, cl.C
194
250
30%
Corner
If you cancel into 214A in the corner, go for this combo. If you don't cancel, your BNB of 623C, 2D is stronger.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 236AC, 214C
212
150
0.5
20%
Anywhere
Easy to execute grants a hard knockdown.
Light Starter/Heavy Starter > 623AC, (delay) 214C
230/282
150
0.5
20%
Anywhere
Stronger confirm. You can use 623C instead of 214C for 3-4 more damage, but you lose the hard knockdown.
Light Starter > 623AC, 623C, 214C
289
230
0.5
40%
Corner
Light Starter > 236AC, 623C, 2D
276
240
0.5
35%
Corner
Easier combo.
cl.D > 6B > j.236C, 623AC, 623C, 214C
376
300
0.5
55%
Corner
Optimal corner combo. Meter positive.
CD > {214A}, 623AC, (delay) 214C
225
160
0.5
25%
Midscreen
Whiffing the 214A will sometimes put Shun'ei in range for 623AC, allowing for this combo.
CD > {214A}, 623AC, 623C, 214C
284
240
0.5
45%
Corner
623AC combos work in the corner after a CD, even if you whiff a 214A.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623AC, 623C, 214AC
317
170
1
25%
Anywhere
Light Starter > 236AC, run, 623C, 214AC
306
170
1
25%
Anywhere
Requires a microdash before 623C. You can input 623 as 6623C to make it easier.
Light Starter > 236AC, 623AC, (delay) 214C
289
150
1
20%
Anywhere
Easiest light confirm combo.
Heavy Starter > 623C, 214A > 236236K or P
405/397
260
1
40%
Anywhere
236236K swaps sides, so opt for the weaker 236236P if you want to keep screen positioning.
Light Starter > 236AC, 623AC, 623C, 214C
344
230
1
40%
Corner
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C
441
300
1
55%
Corner
Optimal corner combo. Tiger Knee'ing the j.236C is recommended (2369C). Although 236AC combos from lights, light confirms will usually push Shun'ei too far to connect j.236C.
cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C
421
310
1
45%
Corner
Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use 214AC instead of 236AC and end the combo there.
Alternate combo to avoid switching sides. The delay is fairly specific. 214C can be easier.
Light Starter > 623AC, 623C, 214C > 236236BD
519
230
2.5
40%
Corner
Light Starter > 236AC, 623C, 214A > 236236BD
504
230
2.5
40%
Corner
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD
606
300
2.5
55%
Corner
3 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214A > 236236K > 236236AC
534
150
3
20%
Anywhere
Finnicky Advanced Cancel. You have to reverse the 236236AC input and time it so you still get all the hits of the 236236K. Try counting the hits of 236236K to help your timing.
1250 Max timer combo. Very strong, generally this will be optimal midscreen, even if you chose to spend 3.5 bars. You will have to input the Climax in reverse.