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/5A > ...
Standard low light confirm. You can tack on additional 5A from point blank, but 236AC can fall out if you do so.
j.X > 2A/5A > ...
It's difficult to get more than one light normal in after a jump-in, so be prepared for short confirms.
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
General Notes
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
Light Starter xx 236A
146
145
0
Anywhere
236A is a reliable ender, albeit low damage and with lackluster oki outside of the corner.
2A > cl.A > A > A > B
177
150
0
Anywhere
Technically optimal, requires point blank.
Light Starter xx 63214K
175
50
0
Anywhere
More damage and meterbuild than 236A, but little stun, less reliable range and a stricter cancel window.
Heavy Starter xx 63214K
210
70
0
Anywhere
Optimal damage ender. 214A does no damage and has no knockdown, and 236A is faster but does low damage. 236A/D can be an alternative, but it does similarly low damage to 236A, and is slower, making it less reliable in raw confirms. Note that Darli cannot do Heavy > Command Normal xx Special to confirm, lowering her meterless damage by quite a bit. However, her cl.C and cl.D do have generous cancel windows, meaning you can use them to confirm raw, if you've got the reaction time.
2C xx 236D
184
70
0
Anywhere
Reliable ranged punish. 236A can fall out at range.
cl.C, cl.C(1) xx 623C
302
180
0
Corner
Leads to a safejump.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter xx 236AC, 623C
255
45
0.5
Midscreen
623C must be done immediately, otherwise it will fall out.
Light Starter xx 236AC, cl.C, 623C
336
155
0.5
Corner
Make sure to hit the cl.C high enough to land 623C. When in doubt, use 623A instead.
cl.C xx 214AC, cl.C(1) xx 623C
375
140
0.5
Midscreen
Ideal EX route, but requires point blank cl.C. The only way to set this up is after a crossup j.D, in a point-blank punish, or after mid-combo Shatter Strike (more on that later).
Heavy Starter xx 214AC, 623C
319
70
0.5
Midscreen
What to do if you're not close enough for cl.C. (AKA, the same combo, but without cl.C. Revolutionary!)
Heavy Starter xx 214AC, cl.C, 623A
394
180
0.5
Corner
Hitting cl.C after 214AC is much more generous in the corner, and can be done after a jump normal.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter xx 236A xx 236236K
299
145
1
20%
Midscreen
Must use K super. This cancel has a weird timing to it.
Light Starter xx 236AC, 214AC, cl.C, 623A
413
155
1
40%
Corner
Stellar damage for 1 bar.
cl.C xx 214AC, cl.C(1) xx 236AC, 623C
441
140
1
40%
Midscreen
Ideal, but once again, hard to set up.
Heavy Starter xx Shatter Strike, (Dashup) cl.C xx 214AC, cl.C xx 623C
382
210
1
45%
Midscreen
Uses Shatter Strike to set up the ideal EX route when you're not doing a point-blank cl.C. Does less damage than the alternative, but builds nearly half a bar back.
Heavy Starter xx 214AC, 236AC, 623C
419
70
1
30%
Midscreen
The other non-point-blank-cl.C route. More damage, less metergain.
Heavy Starter xx 214AC, cl.C, 236AC, 623C
501
180
1
45%
Corner
50% for 1 bar, and building nearly half of it back.