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.
214B/BD ~ 2BD, 2A > 3A
142
Best combo from Cling > EX Drop Kick.
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 Gain
Location
notes
Light Starter > 623C
177
225
25%
Anywhere
Max damage from a light normal. Minimal oki.
Light Starter > 623A
145
185
25%
Anywhere
Weaker, but leads to a safe jump.
Heavy Starter > 214C ~ P
220
230
30%
Anywhere
Max damage heavy combo that ends in a hard knockdown. Whiffs at further ranges so use 623P instead in those situations.
CD, 236C
145
180
20%
Anywhere
Easily hitconfirmable CD combo.
CD, 3A > 214A ~ (delay) P, 623C
241
350
50%
Corner
You can use 236B instead of 214A if you don't want to deal with the timing for 216 damage.
EX
Combo
Damage
Stun
Meter Gain
Location
notes
Light Starter > 236AC, 623C
235
195
25%
Anywhere
Standard confirm from lights or far heavy confirms. End in 623A if you want better oki.
Heavy Starter > 214AC, 236D, 623C
330
290
40%
Anywhere
Max damage for half a bar. Only works if the 214AC was done as close as possible.
Great damage, meter gain, and stun. Using 236B instead of 214A results in 399 damage.
CD, 236BD, run, 3A > 236B, 623C
260
340
40%
Near Corner
Another option to hitconfirm a CD near the corner. Won't work if directly in the corner. the 214A ~ (delay) P extension is possible here, but variance in how long you need to run can cause the timing to change, making it even more difficult.
236BD, 236C
175
80
15%
Anywhere
Simple conversion from stray 236BD hits. You can use 623C at closer ranges instead.