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
5F low light confirm. 2B does not cancel into anything on whiff.
2A cancel to 236AC combos at most ranges, but not at max range midscreen.
Always combos into 6214AC or quick max 5B-236A-KickSuper-Climax.
2A > 2A
6F mid light confirm. 2A cancels into itself or specials even on whiff.
Any 2A may hit airborne opponents near the ground as its hitbox is a bit high.
2A cancel to 236AC combos at most ranges, but not at max range midscreen.
Always combos into 6214AC or quick max 5B-236A-KickSuper-Climax.
5B
8F poke with decent range. Cancellable only on contact, so good to throw out at spacings where opponent cannot block and option select a cancel.
At max range midscreen, still combos into 236AC or quick max 5B-236A. Doesn't combo into 6214A at max range.
Heavy Starters
Combo
Damage
Notes
j.X > 2C > 4A
Standard jump-in starter. 2C has the most range of Dinosaur's cancellable heavies, advances him forward in cancels, and forces stand so that 4A consistently combos.
cl.C/cl.D > 4A
2C/c.D/c.C > 6A
Other Starters
Combo
Damage
Notes
CD
75
(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
206
0
Rush combo ending in a special move. This is Dinosaur's highest meterless damage off of point blank cr.B
cl.A > A > A > C
230
1
Rush combo ending in a super. 294 damage when using 214A follow-up.
cl.A > A > A > D
359
2
Rush combo ending in a Max super.
cl.A > A > A > A
441
3
Rush combo ending in a Climax super.
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 or 2C.
Heavy Starter > 236C
259
270
0
33%
Anywhere
More consistent when using non-2C starters.
Heavy Starter > 236C(2), 5D > 4214D
421
300
0
55%
Corner
Big meterless damage.
CD > 236B (whiff), 236C
165
170
0
Anywhere
The 236B must be a cancel, and whiffs on block. Comboing from a midscreen CD is very difficult without this cancel, unfortunately.
CD > 5D > 236C(2) > AB, c.D
292
320
0
Corner
Only works if spaced far enough for far D.
Anywhere
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
Notes
Light Starter > 236AC, 4A > 4214D
294
160
0.5
32%
Midscreen
236AC does not combo off of max range 2A, but does reach at most ranges. The okizeme is better after 4214D if the opponent is almost in 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 Bar in the corner isn't worth it when using a light starter.
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.