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
Stun
Meter Gain
Notes
2B > 2B > 2A
51
60
5.5%
Standard low light confirm. Can be replaced with 2B > cl.B > 2A > 2A for more damage.
Heavy Starters
Combo
Damage
Stun
Meter Gain
Notes
cl.D > 6A
122
120
12.5%
Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage.
f.C > 6A
82
80
8.3%
Spaced punish starter.
j.X, cl.C > 6A
176
180
18%
Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.
Other Starters
Combo
Damage
Stun
Meter Gain
Notes
CD
75
100
7.5%
If you trade and don't get knocked down you can still convert off CD.
cl.D > 6B
113
120
12.5%
Leads to his air specials.
6B > j.236C
102
80
13.5%
Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings.
6B > j.236AC
125
40
4.5%
Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 1/2 hits off j.236AC instead of 3, which limits your conversions.
Counterhit j.CD
100
80
8%
Leads to juggles.
236CD
75
0
0%
Shatter Strike.
6A
60
90
6%
Shun'ei's reactable overhead.
Combos
Note: For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)
Rush Auto Combo
Builds 9% meter and deals 45 stun before combo ender.
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
106
120
16%
Anywhere
Crouching light meterless BNB. Subtract a cr.B or not depending on range.
Heavy Starter > 623C, 2D
266
270
40%
Anywhere
You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though.
Heavy Starter > 214C
194
180
25%
Anywhere
The damage and meter gain are significantly less, but this does grant you a safejump.
cl.D > 6B > j.236C, 214C
235
220
33%
Corner
Different oki situation than 623C, 2D.
CD > (214A), 214C
143
160
25%
Midscreen
This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just dash up a little before 214C. Doesn't work in the corner unless you skip the 214A whiff.
CD > (214A), 623A, cl.C
194
250
30%
Corner
High damage option that ends in an air reset. If you don't go for the 214A buffer, you can do 623C, 2D instead for more damage.
CD, 623C, 2D
211
250
33%
Corner
High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.
Counterhit j.CD, 214C
176
140
20%
Anywhere
Counterhit j.CD, 623C, 2D
252
230
33%
Corner
Harder to counterhit confirm than the above combo.
Counterhit j.CD > j.236C, 623C, 2D
301
270
40%
Corner
Even harder to counterhit confirm.
Counterhit j.CD > j.236C, 214C
229
180
30%
Corner
Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.
6B > j.236C, 214C
174
220
22.5%
Corner
Meterless conversion off frametrap in the corner.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 236AC, 214C
183
120
0.5
20%
Anywhere
Easy to execute and grants a safejump.
Light Starter > 236AC, 623C, 2D
247
210
0.5
30%
Anywhere
Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A (or 214C instead of 623C, if necessary) in those situations instead.
Light Starter/Heavy Starter > 623AC, 623C, 214C
260/346
200/260
0.5
35%/40%
Anywhere
Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.
Heavy Starter > 236CD, cl.D > 6A > 623C, 214A
332
380
0.5 (1)
55%
Anywhere
Meter positive. Need at least 1 bar for Shatter Strike.
Optimal corner combo. More technical and difficult than the above combo.
CD > (214A), 623AC, 623C, 214C
284
240
0.5
40%
Anywhere
This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC. You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo.
CD (Trade), 66, 214AC
177
100
0.5
7.5%
Anywhere
Trade combo for CD. Need to dash up a little bit before the 214AC.
CD > (214A), 623AC, j.236C, 623C, 2D
321
290
0.5
45%
Corner
Technical TK Blau Wing optimal. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC.
Counterhit j.CD, 214AC
214
80
0.5
8%
Anywhere
Counterhit j.CD, 623AC, 214C
269
140
0.5
20%
Anywhere
Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not.
Counterhit j.CD, 623AC, 623C, 214C
337
220
0.5
40%
Anywhere
Even harder confirm.
Counterhit j.CD, 623AC, 623A, 623C, 2D
392
310
0.5
45%
Corner
Counterhit j.CD > j.236C, 623AC, 623C, 214C
381
260
0.5
45%
Corner
Hardest confirm.
Counterhit j.CD > j.236C, 623AC, 623A, 623C, 2D
432
350
0.5
55%
Corner
6B > j.236C, 623AC, 623C, 214C
326
220
0.5
45%
Corner
Optimal conversion off 6B > j.236C in the corner.
6B > j.236AC, 214C
200
100
0.5
16%
Anywhere
You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner.
6B > j.236AC, 623C, 2D
253
190
0.5
30%
Corner
236CD, 214C
155
60
0.5 (1)
12.5%
Anywhere
Shatter Strike conversion. Shatter Strike refunds half a bar on hit.
Optimal corner combo off of a light confirm. Technical execution, stick to the 236AC, 623AC, 623C, 214C route until you can handle this route's difficulty.
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C
441
300
1
55%
Corner
Optimal corner combo. You can skip the Tiger Knee Blau Wing until you get the execution down.
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 the above combo instead or the standard 236AC, 623AC, 623C, 214C route.
CD > (214A), 623AC, 623C, 214AC
312
180
1
30%
Anywhere
If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can also do 2A14AC instad of manually delaying 214AC. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.
CD > (214A), 214C > 236236K
295
160
1
25%
Midscreen
Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. Don't forget you might have to opt for 214A instead of 214C if you're too far. You can do this same combo if CD trades, you just might have to dash up a little before 214C. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.
CD > (214A), 623AC, j.236AC, 623C, 214C
322
240
1
40%
Corner
Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.
CD, 623C, 214A > 236236K or P
341/333
240
1
35%
Corner
You can do this same combo if CD trades, you just might have to dash up a little before 623C.
CD > (214A), 623AC, j.236C, 623C, 214AC
347
220
1
40%
Corner
Stick to other routes until you have the Tiger Knee down. You can do this same combo if CD trades, just dash up a little before 623AC.
CD, j.236AC, 623AC, 623A, 623C, 2D/214A
351/343
330/320
1
45%/48%
Corner
Technical corner optimal. Very tight timing on the j.236AC.
Counterhit j.CD, 214C xx 236236K
346
140
1
20%
Anywhere
Counterhit j.CD, 623AC, 623C, 214AC
369
160
1
25%
Anywhere
Harder confirm than above. You might have to skip 623C depending on spacing.
Easy BnB. This version can have better okizeme in the corner compared to combos that end in super.
Light Starter/Heavy Starter > 623AC, 623C, 214C > 236236K or P
[382/376]/[478/472]
200/260
1.5
33%/40%
Anywhere
Generally better than above. Harder light confirm.
Light Starter > 236AC, 623C, 214A > 236236K or P
367/361
200
1.5
33%
Anywhere
Easier light confirm.
Light Starter > 623AC, j.236C, 623C, 214A > 236236K or P
401/395
240
1.5
45%
Corner
Light confirm corner optimal. Harder to confirm and difficult to execute.
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P
498/492
300
1.5
55%
Corner
Corner optimal.
CD > (214A), 623AC, 623C, 214C > 236236K or P
406/400
240
1.5
40%
Anywhere
You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.
CD > (214A), 623AC, j.236AC, 623C, 214AC
344
180
1.5
30%
Corner
Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme.
CD > (214A), 623AC, j.236C, 623C, 214A > 236236K or P
425/419
280
1.5
50%
Corner
A little bit easier than the optimal listed below.
CD, j.236C, 623AC, 623C, 214C > 236236K or P
436/430
280
1.5
45%
Corner
Optimal.
Counterhit j.CD, 623AC, 623C, 214C > 236236K or P
479
220
1.5
40%
Anywhere
6B > j.236C, 623AC, 236AC, 623A, 214AC
402
160
1.5
27.5%
Corner
6B > j.236AC, 214C > 236236K
331
100
1.5
18%
Anywhere
Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead.
6B > j.236AC, 623AC, 623A, 623C, 214AC
389
200
1.5
33%
Corner
236CD, 623C, 214A > 236236K or P
391
140
1.5
27.5%
Anywhere
236CD, 623AC, 623C, 214AC
360
80
1.5
18%
Anywhere
May be preferable over the above route for 214AC oki.
236CD, 623AC, j.236AC, 623C, 214C
377
140
1.5
30%
Corner
Technical route that ends in 214C knockdown.
2 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter/Heavy Starter > 236AC, 623AC, 623C, 214C > 236236K or P
[429/423]/[525/519]
200/260
2
35%/40%
Anywhere
Light Starter > 214A > 236236BD
370
120
2
16%
Anywhere
May be the preferable route if you want spaced safejump oki.
Light Starter > 236AC, 623AC, 236AC, 623A, 214AC
380
140
2
18%
Corner
Another optional route if you prefer to sacrifice damage for spaced safejump oki.
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P
555/549
300
2
55%
Corner
Heavy Starter > 623C, 214A > 236236BD
517
260
2
40%
Corner
Optional route if you prefer to sacrifice damage for spaced safejump oki.
(QM) 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P
403/399
285
2
7.5%
Anywhere
1500 Max timer combo. Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B. These routes are also appropriate for Quick MAX buffered pokes.
(QM) ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P
380/376
325
2
7.5%
Anywhere
1250 Max timer combo.
(QM) ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P
364/360
285
2
7.5%
Anywhere
1000 Max timer combo.
(MAX Mode) BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P
624/618
320
2
0%
Anywhere
MAX Mode punish for huge whiffs like reversals.
(MAX Mode) BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P
1500 Max timer combo that can lead to better oki than above. More difficult to hit confirm than CD > (214A) routes.
(QM) CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P
414/410
260
2
7.5%
Anywhere
1250 Max timer combo. Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1/3 (236236K/P) less damage than the above combo.
Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead.
CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD
531
280
2.5
50%
Corner
Easier than the optimal listed below.
CD, j.236C, 623AC, 623C, 214C > 236236BD
542
280
2.5
45%
Corner
Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC
1500 Max timer combo. Damage/stun optimal. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a Far B depending on spacing.