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
?
Standard low light confirm.
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
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
129
0
Rush combo ending in a special move.
cl.A > A > A > C
242
1
Rush combo ending in a super.
cl.A > A > A > D
356
2
Rush combo ending in a Max super.
cl.A > A > A > A
444
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
2B > 2A > 2A > 236B
134
40
0
0.20
Anywhere
2B > 5B~5D > 236D
191
185
0
0.25
Anywhere
j.C > j.2B
127
170
0
0.10
Anywhere
Hard knockdown. Puts Mai at point-blank range for Oki.
j.B > 5B~5D > 214C
208
240
0
0.25
Anywhere
j.D > 5C > 3D > 236D
257
240
0
0.33
Anywhere
Ends in hard knockdown
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
2B > 5B~5D > 214AC > 236D
270
185
0.5
0.33
Anywhere
Ends in hard knockdown
2C > 3D (1st hit) > [3]9AC~214AC > 2D
277
160
0.5
0.2
Anywhere
j.D > 5D > 3D (1st hit) > 214AC > 214A
315
240
0.5
0.33
Anywhere
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
2B > 2A > 214AC > [2]9AC~214AC > 214C > 5C
320-351
165-235
1.0
0.25-0.33
Mid-screen to corner
Omit 5C if the opponent isn't near the corner of the screen
2B > 2A > 214AC > 236D > 2141236D
355
125
1.5
0
Anywhere
Super Cancel combo; ends in hard knockdown.
2C > 3D > 214AC > 236BD > [2]9AC~214AC > 214C
408
210
1.5
0.5
Anywhere
Huge damage and corner carry.
2 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Anywhere
3 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
2B > cl. B > 5D > 236D > 2141236D > 236236AC
567
200
3.0
0.25
Anywhere
Confirm off close 2B
2B > 2A/5A/2B > MAX > cl. D > 3D > 236D > 2141236D > CLIMAX.
583-586
230
3.0
0.05
Anywhere
(Anchor/1500 MAX MODE Gauge) Simple 3 Meter MAX Mode confirm off a 2B. 2A is the most reliable second hit.