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.
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 > 6A
87
Standard light starter.
cl.5B > cl.5A > 2A > 6A
121
Extended light starter
2B > 2B > f.5B
56
Less optimal starter, combos into specials.
Heavy Starters
Combo
Damage
Notes
cl.5C > 6A
122
Standard heavy starter, 2nd hit of cl.5C can be canceled if needed (usually range).
cl.5D
80
Not as useful but it has less damage scaling.
j.D > cl.5C > 6A
185
Really strong jump in, can cross up too.
Other Starters
Combo
Damage
Notes
CD
75
Standard Blow Back, can use 236P to get closer for combos outside of the corner.
236CD
75
Standard Shatter Strike, ruins 236AC if done raw.
5B > 5D
106
Target Combo, creates different combos thanks to launching the opponent, works off of f.5B.
Combos
Rush Auto Combo
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
cl.A > A > A > B
121
110
0
.15
Anywhere
Rush combo ending in a special move (236A), can combo into supers.
cl.A > A > A > C
233
30
1
.1
Anywhere
Rush combo ending in a super (2141236K).
cl.A > A > A > D
356
30
2
.1
Anywhere
Rush combo ending in a Max super (2141236BD).
cl.A > A > A > A
452
30
3
Anywhere
Rush combo ending in a Climax super
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
2B, 2B, 5B > 236A
107
140
0
15%
Anywhere
Basic light string into 236A, not the best damage
2B, 2B, 5B, 5D > 236C
204
210
0
25%
Anywhere
Meterless target combo extension with the new cancel
2B, 2A/c.C(1) > 4/6A > 41236D
199/206
225
0
25%
Anywhere
Confirm into 41236D, you can get 2 hits of c.C into 4/6A if done as a punish/after a crossup
... > 41236D > BD, 623C
215
235
0
40%
Anywhere
41236D break combo, and best midscreen meterless route
2B, 2A/c.C(1) > 4/6A > 41236D(3) > j.2D, 623C
265/277
295
0
45%
Corner
41236D cancelled into fastfall allows a DP followup in the corner for more damage
2B, 2B, 5B, 5D > 41236D(3) > j.2D, 623C
292
380
0
51%
Corner
41236D fastfall route also works from Target Combo. Improves on the old route in every way, even when starting with only one 2B.
CD > (236A), 236C
145
180
0
25%
Anywhere
Easy CD combo from a fairly safe cancel option, good for super extensions
CD > 236C~ 41236D
166
220
0
30%
Anywhere
Higher damage CD combo using 236C whiff cancel
CD, 41236D(3) > j.2D, 623C
218
290
0
45%
Corner
For consistency, don't cancel CD into 41236D. It's possible to cancel into a whiffed 236A and still get the 41236D, but the 236A can sometimes hit and end the combo
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
2B, 2B, 5B, 5D > 41236BD, 236A
260
210
50%
25%
Anywhere
EX increase with target combo starter. Excellent corner carry. Works best when the EX Kuhadan hits late in the juggle to get all hits.
2B, 2A/c.C(1) > 4/6A > 236AC, 236C
286
285
50%
15%
Anywhere
236AC combo, 236C can whiff if done out of the corner
2B, 2A/c.C(1) > 4/6A > 41236D > BD, 623AC
260
235
50%
30%
Anywhere
Break into EX dp, simple damage increase from his normal midscreen route