Cancel the previous move to the following move. e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~
Chain/Cancel the previous move into a followup. e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
,
Link the previous move to the following move. e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols: 2LP, 5MP~HP > 623P > 236236P 2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X
Jumping action; for Neutral Jump, use 8j.X e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K
Any Punch or Any Kick (when button strength does not matter) PP or KK represents any two punches/kicks.
X/Y
Do either X move or Y move. e.g. end a combo with 214K/623P
[X]
Hold the button input e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X
Briefly delay the action e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA
Anti-air; hit the opponent while they're mid-air. May cause a different juggle state compared to a grounded opponent.
Y xN {Y} xN
Repeat 'Y' input 'N' number of times. A sequence of multiple inputs will be bundled into "{}". e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR
Button Y cancelled into Drive Rush (3-bar version) e.g. 5HP > DR
DR~Y
Drive Rush into Button Y (cancel the dash frames early into a followup attack) This can be done from the 1-bar or 3-bar versions of Drive Rush e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations: 2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)
Bread and Butter Combos
Bread and Butter Combos
Combo
Position
Damage
Difficulty
Video
Notes
2LK ~ 2LP ~ 2LP > 236LP
Anywhere
1410
Very Easy
Simple low confirm into LP Striborg
5HK, 2MP > 236MP
Anywhere
2360
Easy
Best meterless combo midscreen, but works anywhere. Confirmable after jump-ins or Drive Impact crumples. At maximum range, 2MP into MP Striborg can whiff, use LP Striborg instead. If using MP Striborg in the corner, you can juggle level 1 at the end.
5HK ~ 5HP > 236MP
Anywhere
2260
Very Easy
If 5HK is used at max range, 2MP will whiff. Target combo is a bit weaker but is more reliable at long-range.
6HK > 236HP, 5HP > 22LP
Corner
2900
Easy
Staple corner combo using 6HK's launch.
5HP(PC) > dl DR 5HP > 236HP > 236MK > 22HP
Midscreen
2822
Easy
Basic punish counter combo. requires non Drive rush cancel. Can go directly into 236HP if you do not have drive gauge and are close enough
Drive Rush 2MK/6MK > 2MP > 236MP
Not corner
2260
Easy
Basic Drive rush mixup combo
Drive Impact(PC) > 236HP > 236MK > 22HP
Not corner
2780
Very easy
Basic Drive Impact Punish counter. Can go into level 3 or use 22PP instead to go into level 2
If you land a successful OD parry(22KK) off throw you are able to get a combo that can go into level 3 with 22HP or level 2 if you use 22PP for the last hit
If you land a successful OD parry(22KK) off throw you are able to get a combo that can go into level 3 with 22HP or level 2 if you use 22PP for the last hit
Drive Rush Combos
Combo
Position
Damage
Difficulty
Notes
5HK, 2MP > Drive Rush, 2HP > 236HP, 236MK, 22HP
Anywhere
3262
Medium
Simple three bars extension from any medium normal. Throws the opponent fullscreen away.
less damage if they blocked the Drive impact. Oki situation that leaves JP +3 if done correctly. Using throw from this gives another combo and oki situation
(X) > 236HP > 5HP > 236KK > 22P > 214P(oki)
Corner
?
Easy
DR 5HP > 236HP or 236HP hitting an opponent during a blockstring are the most likely ways it will be setup.