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 > 2A > 5A
81
Standard low light confirm. Omit 2A at further ranges.
Heavy Starters
Combo
Damage
Notes
cl.D (1) > 3A
102
Standard heavy starter. Typically is your max damage starter.
cl.C (1) > 3A
77
Similar to the previous starter. Faster but significantly weaker.
2B > 2A > 3A
77
Allows for heavy combos from lights. Must be fairly close to properly connect.
Far C/2C
70
Whiff punish starters. 214AC can whiff at some ranges.