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 > 5A
54
Standard low light confirm.
2B/cl.B > cl.A > cl.B > 5A
86/101
Point blank roll-throw OS confirm (hide a heavy with cl.A)
Heavy Starters
Combo
Damage
Notes
cl.D > 6B
118
Optimal heavy punish (force stand to get 6B).
2C > 6B
108
When you're unsure of cl.D connecting 2C also forces standing.
Other Starters
Combo
Damage
Notes
s.CD
75
Important normal
CH j.CD
100
Air-to-air counterhit starter
far B > 2A
53
Standing low MAX confirm
5C
70
Far reaching MAX cancel
(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
185
0
Rush combo ending in a special move.
cl.A > A > A > C
242
1
Rush combo ending in a super. Use B ender into super instead for 301 damage.
cl.A > A > A > D
348
2
Rush combo ending in a Max super.
cl.A > A > A > A
445
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623B
138
140
0
20%
Anywhere
The simplest confirm into a special, add a 623P when in the corner.
Heavy Starter > 623B
210
190
0
25%
Anywhere
Heavy starter, add a 623P when in the corner.
cl.B > cl.A+C, cl.B, 5A > 623B
183
200
0
25%
Anywhere
Point blank starter with roll-throw OS kneaded in. Close B is double the damage compared to 2B.
s.CD > (6A), 6B, 623B
169
220
0
25%
Anywhere
Standard CD conversion. Replace 6A whiff with 6B in case you're too far.
426C>236P, cl.AAAB
290
300
0
49%
Anywhere
In case you land the pullback close enough you get an autocombo.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light starter > 623BD, 5C
190
130
0,5
10%
Anywhere
Not recommended since it does bad damage.
Heavy starter > 214AC>236P, 623D, 5C
388
320
0,5
40%
Anywhere
Good damage, good stun. Remember to delay 214AC>236P. Sideswitches in the corner.
Heavy starter > 623BD, 623B, 623P
367
240
0,5
48%
Corner
If you want to keep the corner instead of doing the anywhere combo for less damage and stun.
s.CD > (6A), 6B, 214AC>236P, 623D, 5C
285
350
0,5
40%
Midscreen
CD-conversion in midscreen. Switch 6A whiff to 6B depending on range. Delay 236P to get 426A.
s.CD > 6B, 623BD, 5C
285
350
0,5
40%
Corner
Same route as the anywhere combo, sideswitches for best damage and stun.
s.CD > 623D, 623BD, 214C, 2C
262
390
0,5
51%
Corner
Keeps the corner and gains back the used meter with tremendous stun value. Delay 623D but not for too long.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light starter > 623B > 236236K
272
140
1
20%
Anywhere
Not terribly effective damage but way better than two EX moves.
Light starter > 623B > 623P > 2363214P
314
180
1
40%
Corner
Better damage than kick super.
Heavy starter > 214AC>236P, 426AC>236P, 623B
394
190
1
26%
Anywhere
Remember to delay up-extender to make 426AC more consistent. Add 623P in the corner.
cl.D > 623D, 214AC>236P, 426AC>236P, 623P
420
250
1
40%
Corner
This will switch them out of the corner. You can change 623P to 5D > 6A whiff to stay close but out of throw range.
Heavy starter > 214AC>236P, 623D > 623AC
421
250
1
35%
Corner
Doing this combo will keep the corner instead. With a jump-in you can do 623P instead of EX to go for super.
s.CD > (6A), 6B, 214AC>236P, 426AC>236P, 623B
394
190
1
26%
Midscreen
As always, switch 6A to 6B accordingly.
236CD, 426AC>236P, 623P
283
50
1
20%
Anywhere
Not cost effective, but if it kills it kills. Remember to sideswitch if you're too close during EX pullback.
236CD, 623D, 214AC>236P, 623P
393
190
1
40%
Corner
You need to hit Shatter Strike at a close enough range to connect with 623D.
426C>236P, cl.AAAB, 236236K
358
230
1
45%
Anywhere
In case you land the pullback close enough you get an autocombo into super.
2 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light starter > 623B > 236236BD
380
140
2
22%
Anywhere
Quite bad damage.
Light starter > 623B > 623P > 236236BD
385
180
2
37%
Corner
Better damage than wheel super.
Heavy starter > 214AC>236P, 426AC>236P, 623B, 236236K
484
190
2
26%
Anywhere
Remember to delay up-extender to make 426AC more consistent. Add 623P after 623B in the corner.
Heavy starter > 214AC>236P, 623D > 623P > 2363214P
496
190
1,5
49%
Corner
Delay 236P-extender as long as possible to get 623D. 623B is more lenient with delay for less stun and meter.
s.CD > (6A), 6B, 214AC>236P, 426AC>236P, 623B
437
220
2
26%
Midscreen
As always, switch 6A to 6B accordingly. If you land in the corner add 623P into wheel super 478 damage.
236CD, 426AC>236P, 214AC>236P, 426AC>236P, 623B
420
80
2
15%
Anywhere
This'll work anywhere but remember to sideswitch if you're too close with EX pullbacks.
3 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light starter > 623B > 2363214P > 236236BD
521
140
3
22%
Corner
You may add a 623P after 623B for more meter gain but way less damage. Remember to cancel the last hit of the wheel.
Light starter > 623B > 2141236CD
467
140
3
22%
Anywhere
Less damage and flexibility than the advance cancel.
Heavy starter > 214AC>236P, 426AC>236P, 623B, 236236BD
556
190
3
26%
Anywhere
Remember to delay up-extender to make 426AC more consistent. 623P before super in the corner for more meter and damage.