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).
Light Starters
Combo
Damage
Notes
2A/5A/f.5A > 3C
82
Standard light into 3C, leads into 214A/214AC/236A/236AC.
cl.5B > 3C
87
Standing low light confirm.
2B > 2A > 3C
92
Standard low light confirm.
j.B/j.A > cl.5B > 3C
127
Light jump in into a low standing light into 3C, leads to the same stuff as other starters.
Heavy Starters
Combo
Damage
Notes
cl.5D > 3C
137
Highest damage ground starter.
j.C > cl.5D > 3C
200
Highest damage jump in starter.
j.C > cl.5C > 3C
162/200
Most reliable jump in, make sure to do 3C after the first hit of cl.5C when not a crossup, otherwise it will whiff.
2C
70
Poke that links into 3C when close and 214A/AC and 236A/AC, add armor to the mix and this is one mighty starter
Other Starters
Combo
Damage
Notes
CD > 3C
132
Can be done in the corner or after using 236C to get close enough anywhere else.
236CD > 3C
135
Standard Shatter Strike starter.
3C
60
Can be used as an anti air to link into 214C, 63214BD and 623D, or as a grounded hit to link into 214A/AC, 236A/AC and 63214BD (also 63214B if close enough).
(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
172
0
Rush combo ending in a special move (214A), can be linked into supers.
cl.A > A > A > C
257
1
Rush combo ending in a super (236236A).
cl.A > A > A > D
393
2
Rush combo ending in a Max super (236236AC).
cl.A > A > A > A
467
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214A
190
170
0
.25
Anywhere
Basic combo, safe on block but can be punished with guard cancel roll. HKD on hit.
2A > 236A
120
90
0
.10
Anywhere
Basic light confirm if too far away for 3C, unsafe on block and can be too unsafe.
2B > 2A > 2A > 236A
145
135
0
.20
Anywhere
Close low light confirm.
Heavy Starter > 214A
245
210
0
.30
Anywhere
Plus on block and safe to guard cancel roll.
2C > 214A
184
150
0
.20
Anywhere
Poke confirm, 236236A will whiff at far ranges.
5C > 3C > 63214B , 214P
205
100
0
.25
Anywhere
Cancel after first hit of 5C, can be done without the followup for a setup.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214AC > 66 > 3C > 214C
340
270
.5
.35
Anywhere
His most reliable BNB, leads into HKD.
Light Starter > 214AC > 66 > 3C > 623D
355
150
.5
.40
Anywhere
Alternate ender, does more damage but not as plus as 214C
Light Starter > 214AC > 3C > 236C > 623D
437
210
.5
.55
Corner
Corner only juggle, requires timing between 3C > 236C however you can either delay the 3C or delay the 236C afterwards to make it easier.
2A > 2A > 2A > 6321BD > 214P
227
90
.5
.10
Anywhere
Confirm that leads straight into the corner.
Heavy Starter > 214AC > 66 > 3C > 214C
395
310
.5
.40
Anywhere
Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 66 > 3C > 623D
410
190
.5
.45
Anywhere
Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 3C > 236C > 623D
492
250
.5
.60
Corner
Same as light variant but more damage, stun and a bit more meter gain.
j.A > j.214AC
197
30
.5
.05
Anywhere
Light confirm into j.214AC, HKD on hit, death sentence on block.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214AC > 66 > 3C > 63214BD > 214P
372
150
1
.15
Anywhere
BNB with an ender that leads into the corner.
Light Starter > 214AC > 66 > 3C > 623BD
377
150
1
.15
Anywhere
Beefier ender but you need faster execution to get the extra damage.
Light Starter > 214AC > 3C > 214C > 623BD
472
270
1
.35
Corner
Tricky execution, wont work if the combo is started outside of the corner.
Light Starter > 214AC > 66 > 3C > 236C > 63214BD
452
150
1
.3
Near Corner/Corner
Can TECHNICALLY be done anywhere, but the timing gets near impossible.
Light Starter > 214A > 236236A
377
170
1
.25
Anywhere
Simple super confirm.
2B > 2A > 2A > 236A > 236236A
321
135
1
.2
Anywhere
Not as simple super confirm.
Heavy Starter > 214AC > 66 > 3C > 63214BD > 214P
427
190
1
.2
Anywhere
Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 66 > 3C > 623BD
432
190
1
.2
Anywhere
Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 3C > 214C > 623BD
527
310
1
.4
Corner
Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 66 > 3C > 236C > 63214BD
507
190
1
.35
Near Corner/Corner
Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214A > 236236A
432
210
1
.3
Anywhere
Same as light variant but more damage, stun and a bit more meter gain.
2C > 214A > 236236B
358
150
1
.2
Anywhere
Uses later super as 236236A wont connect.
2C > 236A > 236236A
363
130
1
.2
Anywhere
Swaps 214A for 236A so 236236A hits.
3C > 214C > 236236B
367
180
1
.25
Anywhere
Anti Air confirm.
Light Starter > 214AC > 66 > 3C > 214C > 236236A
484
270
1.5
.35
Anywhere
BNB with a super ender, requires a fast 66 to get the 236236A to connect, if you aren't close enough you can use 236238B for less damage, also less plus than 236236A. NOTE THAT 236236A CANCELS ANY JUGGLING AFTER THIS COMBO, NO 236236BD, NO CLIMAX, NO THING.