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.
Starters
Combo
Damage
Notes
2B > 2A > 6A
65
Low light confirm that allows for 'Heavy Starter' Combos. Fairly consistent, though you must be fast on the 6A input.
cl.C/2C > 6B
108
Standard heavy starter. f.C(1) allows for same combos which can be a saving grace if barely outside of cl.C range. 2C reaches further and doesn't have any additional scaling even though it's two hits, but is a bit slower.
2B > 2A > 2B
51
Low light confirm if you're too slow on 6A.
cl.B, cl.A, cl.C/2C > 6B
149
Up to 2 lights link into heavy.
cl.D > 6B
118
More damaging combo starter.
f.C
70
Far C can cancel, leading to combos.
Other Starters
Combo
Damage
Notes
CD
75
6B
60
Overhead Quick Max starter. Not an overhead when canceled into.
3D
60
Low profile slide Quick Max starter. Good range and goes under a lot of things, including many projectiles.
cl.D > 3D
137
Optimal Quick Max starter.
(Note: 'Other Starters' won't be referenced in the 'Combos' section unless specified.)
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
212
1
Rush combo ending in a super
cl.A > A > A > D
348
2
Rush combo ending in a Max super
cl.A > A > A > A
439
3
Rush combo ending in a Climax super
Meterless
Combo
Damage
Stun
Meter Gain
Location
notes
Starter > 623D
150/198
125/150
26%/30%
Anywhere
Starter > 214C
146/194
165/190
22%/26%
Anywhere
Better frame advantage post knockdown, but leaves you farther away.
Starter > 623A
150/198
85/110
22%/26%
Anywhere
Sideswap knockdown, but be aware this can drop off a max range light starter.
CD > (214A), run, 6A > 214C
168
180
30.5%(35.5%)
Midscreen
Despite Chris having the fastest run speed in the game, he has trouble converting from a CD midscreen due to the long recovery on his CD. Thankfully he can cancel into 214A, which is safe and pushes him further on hit, allowing for a conversion. If you're near the corner, omit the 214A.
j.236K, cl.D
136
110
17%
Corner
623D is possible but the height on the j.236K needs to be very specific. j.236D is the easiest to combo from.
EX
Combo
Damage
Stun
Meter Gain
Location
notes
Starter > 214AC, 623D
237/291
125/150
26%/30%
Anywhere
Starter > 623AC
201/252
85/110
7%/11%
Anywhere
Sideswitch with hard knockdown, does not drop at max range.
Starter > 623BD
181/232
85/110
7%/11%
Anywhere
A little less damage but gives HKD and safejump without switching sides.
Starter > 236CD, run, cl.D > 6B > 623D
237/295
235/260
38%/42%
Anywhere
Requires 1 bar, but builds back half a bar due to being a Shatter Strike extension. Optimal midscreen damage for heavy, near-optimal for light.
Starter > 214BD > j.236B, 623D
269/326
165/190
35%/39%
Corner
Near mid-screen use j.236D instead.
CD > (214A), run, 6A > 623BD
191
140
16.5%
Midscreen
CD, 214BD > j.236D, 623D
236
180
35.5%
Corner
236CD, 6A > 214D ~ 236K
206
120
25%
Anywhere
Grounded and anti-air Shatter Strike combo(can drop in corner anti-air situations).
236CD, 214D ~ 236K
178
80
21%
Anywhere
More consistent corner anti-air Shatter Strike route.