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
2A/5A/f.5A/cl.5B > 3C
Standard light into 3C, leads into 214A/214AC/236A/236AC.
2B/cl.5B > 2A > 3C
Standard low light confirm.
j.B/j.A > cl.5B > 3C
Light jump in into a low standing light into 3C, leads to the same stuff as other starters.
Heavy Starters
Combo
Damage
Notes
j.X > ?
Standard jump-in starter.
Other Starters
Combo
Damage
Notes
CD
75
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Please note, any combo that starts with 2A 3C can also be started with cl.5B 3C, 2B 2A 3C (when close enough), or j.C cl.C 3C.
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 cost
Meter Gain
Location
notes
(2B/j.C) 2A > 3C > 214A
Anywhere
Basic combo, fairly safe on block but can be punished with guard cancel roll.
2A > 2A > 63214B
Anywhere
While less damage, it will give a far better mixup. Can do followup for extra damage
cl.B > 3C > 214A
Anywhere
Same as the first combo, but with a standing low
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
(2B) 2A > 3C > 214AC, 66 3C > 214C
.5
midscreen
Big damage. Potential safe jump with running full jump j.CD but requires manual timing
(2B) 2A > 3C > 214AC, dl.3C > dl.236C, 623B
.5
Corner
3C should hit them pretty low to the ground. This does almost 50% for half a bar, but with slightly worse oki than if you just do 3C 214C ender.
(2B) 2A > 2A (2A) > 624BD > 214K
.5
Anywhere
Hit confirms from ranges that are normally too far for anything else, very good way to start getting the game rolling in your favor off of some jabs.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
2A > 2A > 2B > 236236B
1
Anywhere
Super confirm from fairly far out, the cancel has to be done very fast
2A > 3C > 214A > 236236A
1
Anywhere
Basic super confirm, usually not worth using over the ex vapor cannon combos but has its place if you confirmed badly and already did vapor cannon.
2A > 3C > 214AC, 66 3C, 624BD
1
midscreen
Instant corner carry and decent damage. Not much more damage than the 3C 214C ender though, so consider whether the corner carry is important or not.
2A > 3C > 214AC, dl.3C > dl.236C, 624BD
1
Corner
Tricky timing to get down, but gives good damage and a good knockdown unlike the 623K ender.
2 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
2A > 3C > 214AC, 66 3C > 214C >236236A
1.5
Anywhere
Very good damage, in the corner omit the microdash before 3C and just delay it slightly. If you are unsure about timing/spacing you can always cancel into beam super instead for slightly less damage.
3C > quick max > 214C > 236236A
2
Anti Air
Anti air combo off of 3C, probably your best way of getting decent damage off of it as an anti air option. Also possible off of 5A counterhit 3C.
Basic quick max into level 1 -> level 3, does tons of damage. You can do two hits of cl.C however it will not work on 2nd position Maxima, and it may have too much pushback.