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
2B > 2A
38
Go-to light, low starter confirm. You're gonna be doing this one a lot.
2B > 2A > 5B
65
Extension of the above route, doesn't work past fairly close range, but still somewhat reliable.
Heavy Starters
Combo
Damage
Notes
cl.C/2C > 6B
108
Standard heavy starter. Consistent and reliable.
cl.B > cl.C > 6B
132
Light-heavy frame trap/link, requires almost point-blank range.
cl.C/2C > 6A
136
6A does more damage than 6B but has less range and greater knockback. Only use 6A for routes and spacings you are certain will not whiff.
cl.D > 6B/6A
118/146
cl.D not only does more damage than cl.C but also has more range AND less knockback on hit the latter making 6A less inconsistent than it is with cl.C. However, cl.D is 3 frames slower to start up than cl.C, has a much lower hitbox than cl.C, and unlike cannot be whiff cancelled like cl.C(this is important, especially for Yamazaki). Overall, cl.C is the preferred choice for pressure and neutral, with cl.D usually being reserved for guaranteed punishes and deep jump-ins.
Other Starters
Combo
Damage
Notes
CD
75
Conversions from CD are enabled by stancel and very important for Yamazaki.
6A
70
Overhead MAX starter. Not an overhead when canceled into.
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
Midscreen 41236B/D, midscreen 2141236A/C, cornered 2141236AC, and corner 632146P(any version) can be followed up with 632146K(any version) for extra damage. B/D sideswap, but give an autotimed safejump if sideswapping into the corner.
Some routes that end in 214C will get more damage in the corner, as the first hit of 214C can whiff at range midscreen.
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
172
0
Rush combo ending in a special move
cl.A > A > A > C
221
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
421/436/446/455
3
Rush combo ending in a Climax super. Damage increased by mashing during the screen freeze.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starter > 623D ~ 214C
165/235
165/220
0
29%/36%
Anywhere
Go-to meterless from lights. 623D can be omitted for easier execution but less damage.
Starter > 632146P
146/216
45/100
0
21%/28%
Anywhere
Command grab ender, gives hard knockdown. Whiffs at longer ranges, but if you can land cl.A you can just do autocombo to get it.
CD > 214A/B/C~D, run > 6B > 623D ~ 214A, 214C
238
300
0
48.5%
Anywhere
CD conversion, possible anywhere thanks to stancel. Damage will fluctuate slightly based on screen position(does more in the corner) and player precision(you may accidentally get the OTG 214C hit instead, which will do less damage but give a hard knockdown).
CD > 214A/B/C~D, run > 632146K
123
100
0
14.5%
Anywhere
Easier and switches sides, but much less reward.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starter > 236AC, 6B > 623D ~ 214A, 214C
293/363
245/300
0.5
45%/52%
Anywhere
Your best half bar midscreen option, but range specific and prone to whiffing, especially from lights. Be mindful of your range.
Heavy Starter > 214AC, 2A > 5B > 623D ~ 214C
334
280
0.5
41.5%
Anywhere
Much less range-dependent, but less damage and more executionally demanding. You follow up 236AC with 632146P instead of the light chain but this will reduce the damage even further.
CD > 214A/B/C~D, run > 6B > 236AC, 623D ~ 214A, 214C
267
300
0.5
48.5%
Anywhere
0.5 bar extension of the existing meterless combo. Generally not recommended, but if the extra 30 damage is needed to secure a kill, then it can be used.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starter > 623D ~ 214C > 2141236P (> 632146K)
255(303)+100/325(373)+100
165/220
1
29%(36%)/36%(43%)
Anywhere
The combo. The 10*10 poison/bleed damage from 2141236P can be interrupted by the opponent hitting you, so following up with 632146K is almost always recommended(damage values with it are in parentheses). If the opponent is cornered, you can either spend an extra half bar to OTG without sideswitch, OR you can stancel > shorthop for an autotimed safejump.
Less damage(including bleed), but more metergain and no sideswitch. Worth considering at times. Also, the 2A after 236AC can be omitted for less damage.
CD > 214A/B/C~D, run > 6B > 623D ~ 214A, 2141236P (> 632146K)
271(305)+100
260
1
37.5%(44.5%)
Anywhere
The combo, CD conversion edition.
CD > 214A/B/C~D, run > 6B > 623D ~ 214A, (delay) 214C > 2141236P (> 632146K)