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).
Light Starters
Combo
Damage
Notes
2B > 2B > f.5B
56
Basic light starter. While she can combo into 6B off of lights, there will be times you will be too far to do so or f.5B is your best punish.
Heavy Starters
Combo
Damage
Notes
cl.5C > 6B
103
Starts the same combos as light starters.
j.C > cl.5D > 6A
200
Heavy only with a jump in, j.C can cross up so if it does use cl.5C.
j.C > cl.5D > 6B
177
Heavy universal with a jumpin.
2B > 2A > 6B
69
Standard light starter.
2A/c.5A > cl.5C > 6B
122
Light link into heavy starter.
Other Starters
Combo
Damage
Notes
cl.5C > 6A
127
Heavy only starter. This requires different combos from 6B combos but is still very important.
CD
75
Standard Blow Back, can be run up to from anywhere and followed by 6A.
236CD
75
Standard Shatter Strike, decent combo starter.
632146P
98
Grab with a lot of scaling.
2A/c.5A > cl.5C > 6A
145
Light link into 6A starter.
Combos
Rush Auto Combo
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
cl.A > A > A > B
138
110
0
.17
Anywhere
Rush combo ending in a special move (214A), can combo into supers and 623B.
cl.A > A > A > C
223
30
1
.1
Anywhere
Rush combo ending in a super (236236K).
cl.A > A > A > D
359
30
2
.1
Anywhere
Rush combo ending in a Max super (236236BD).
cl.A > A > A > A
454
30
3
.1
Anywhere
Rush combo ending in a Climax super
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214B
124
120
0
.2
Anywhere
Basic light combo, doesn't require a confirm since 214B is safe-ish on block.
Light Starter > 236B
115
130
0
Anywhere
Basic light confirm into a strong knockdown for safe jump. Requires a confirm to avoid dying on block.
Heavy Starter > 214A > 623B
242
250
0
.42
Anywhere
Basic heavy confirm
cl.5C > 6A > 214C > 623D
310
250
0
.47
Anywhere
6A and 6B have different routes, 6A being locked to heavy only.
cl.5C > 6A > 214C > 236B
267
240
0
Anywhere
Similar to above, however trades damage for a stronger knockdown
2B > 2A > 6B > 214A > 623B
201
225
0
.37
Anywhere
Basic light combo.
.5 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 236BD > 236B
181
130
.5
Anywhere
Adds just a little bit more damage to the earlier light starter combo
Light Starter > 236BD > 623D
219
120
.5
Anywhere
Adds a little bit more damage off of your light confirm, loses knockdown from above combo
Heavy Starter > 214AC > 6A > 214C > 623D
388
340
.5
.51
Anywhere
Simple combo, can do 236B at the end for a safe jump setup at the cost of damage.
Heavy Starter > 214AC > 6A > 236A > 214A > 623B
394
470
.5
.42
Corner
Corner only, pay back the meter nearly in full.
2B > 2A > 6B > 214AC > 6A > 214C > 623D
336
315
.5
.49
Anywhere
Simple combo, can do 236B at the end for a safe jump setup at the cost of damage.
2B > 2A > 6B > 214AC > 6A > 236A > 214A > 623B
340
445
.5
.5
Corner
Corner only, pay back the meter in full.
cl.5C > 6A > 214AC > 214A > 236D
363
290
.5
Anywhere
Decent damage for half a bar and a hard knockdown
cl.5C > 6A > 214AC > 214C > 623D
371
250
.5
Anywhere
Again trading off safe jump for better damage.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214B > 236236B
268
120
1
Anywhere
Simple combo for 1 bar, leads to a solid safe jump after
Light Starter > 236BD > 623D > 236236D
315
90
1.5
Anywhere
Add half a bar to help beef up the damage more.
Heavy Starter > 214AC > 6A > 214C > 236BD > 623D
442
340
1
.51
Anywhere
Simple extension, can also replace the ender with 236B at the end for a safe jump setup at the cost of damage.
Heavy Starter > 214AC > 6A > 214C > 236AC > 623D
485
430
1
.51
Corner
Way simpler than the .5 version but slightly less bar is gained back.
2B > 2A > 6B > 214AC > 6A > 214C > 236BD > 623D
385
315
1
.49
Anywhere
Simple extension, can also replace the ender with 236B at the end for a safe jump setup at the cost of damage.
2B > 2A > 6B > 214AC > 6A > 214C > 236AC > 623D
425
405
1
.49
Corner
Way simpler than the .5 version but slightly less bar is gained back.
cl.5C > 6A > 214AC > 236AC > 214C > 236B
439
260
1
.4
Anywhere
More damage than the universal route but doesn't work in the corner, guaranteed safe jump.
More damage and yes somehow, 214D scales less for 4 bar but not 3, make sure to delay it after the 214D as the timing can be awkward.
Other Starters
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
CD > 6A > 214C > 623D
247
330
0
.49
Anywhere
Basic Blow Back combo, can link 6A from anywhere if you run fast enough.
CD > 236BD > 236B
148~
170~
.5
Anywhere
If you are not confident in run up 6A, this combo will work. Damage will vary depending on number of hits of 236BD Can also end with 623K/super for more damage.
CD > 214D
145
180
0
Anywhere
Still does decent damage for no meter cost, however the knockdown is poor. Burn EX 214BD for a better knockdown to start offense.
236CD > 6A > 214C > 623D
328
230
.5
.42
Anywhere
Basic Shatter Strike combo.
236CD > 214AC > 6A > 214C > 623D
395
230
1
.42
Anywhere
Extended Shatter Strike combo.
236CD > 6A > BC > 214C > 214B > 236236P > CLIMAX
743
230
3.5
.1
Anywhere
Shatter Strike into Quick Max.
632146P > 214A > 623D
134
140
0
.4
Anywhere
Really not good to do long combos after the grab due to scaling.