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 > f.B
65
Low light confirm. 2A is stubby, but on hit will always chain to f.B.
Heavy Starters
Combo
Damage
Notes
cl.C > 6A
127
Standard heavy starter. Be aware that cl.C's huge activation proximity means a cancelled-into 6A can whiff. Omission may be necessary to prevent drops.
2C > 6A
137
Big damage starter. Reserve for guaranteed punishes due to 2C's slow startup.
2B/2A > cl.A > cl.C
110/120
Light-heavy frame trap/link, allows for two lights before cl.C due to cl.C's large activation proximity. Enables beefier combos.
Other Starters
Combo
Damage
Notes
CD
75
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
121
0
Rush combo ending in a special move.
cl.A > A > A > C
240
1
Rush combo ending in a super.
cl.A > A > A > D
367
2
Rush combo ending in a Max super.
cl.A > A > A > A
469
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623C
192
245
0
31%
Anywhere
Heavy Starter > 623C
262
280
0
37%
Anywhere
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214BD, 623C
253
245
0.5
31%
Anywhere
Light Starter > 214BD, 214A, 623C
309
305
0.5
44%
Corner
214A juggles on air hit, giving a DP followup.
Heavy Starter > 236BD, AC
407
260
0.5
33%
Anywhere
No oki, but big damage.
Heavy Starter > 236BD, 6623C
381
280
0.5
39%
Anywhere
Trades damage for slightly better metergain, stun, and oki.
Heavy Starter > 236BD, 214A, 623C
425
340
0.5
50%
Corner
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623C > 236236P
310
155
1.0
26%
Anywhere
Light Starter > 214BD, 214A, 623AC
344
135
1.0
20%
Corner
Heavy Starter > 236BD, 4214AC, 623C
463
280
1.0
37%
Anywhere
Light Starter > 214BD, 623C > 236236P
363
155
1.5
26%
Anywhere
Light Starter > 214BD, 214A, 623C > 236236A
412
215
1.5
39%
Corner
Heavy Starter > 236BD, 6623C > 236236P
499
190
1.5
34%
Anywhere
Heavy Starter > 236BD, 214A, 623C > 236236A
535
250
1.5
45%
Corner
2 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623C > 236236AC
430
155
2.0
26%
Anywhere
Heavy Starter > 236BD, 4214AC, 623C > 236236P
566
190
2.0
32%
Anywhere
Starter > BC, cl.C > 6A > 236BD, 6623C > 236236P
419/511
265/300
2.0
7%/13%
Anywhere
1000/1250 Quick Max combo. Omission of 6A may be needed to prevent drops. Also, off Heavy starters, 2C can be used instead of cl.C for slightly more damage, however this can make followups more difficult, especially at longer ranges.
Hyper-specific corner only mid-combo Raw Max combo. Character has to be in the absolute corner, and 236BD must be directly from cl.C or 2C without using 6A. Jump-in starter recommended.