, = link into the following move
xx = cancel into the following move
→ = chain/target combo
cl. = close
st./far. = far
cr. = crouching
nj. = neutral jumping
j. = directional jump
sX.Y = special X where Y is the variant
OD = Overdrive/Super
[x] = hold input
(xyz)*N = sequence xyz is repeatable
(x) = x move is optional
KA"X" = kinetic Advance cancel in X direction
KD = kinetic Deflect
fly. = move done out of flying
Bnbs
0 bar
You cannot chain more than one crouch jab. In this example where you are not spending bar, you should aim to maximise the number of s1 hits before cancelling into s2 (4+ hits is good). It is possible to push the opponent out of range of the s2, so if it looks like you are at max range, cancel into s2.
If s2 is on cooldown and you just need some extra damage or stun, ...s1, far.M
will combo.
This may not be preferable to just dropping the combo after s1 and taking the plus frames.
If you aren't spending bar, maximise the number of s1 hits before cancelling into s2. At very max range cr.M will be out of range and you will have to use cr.L instead.
If you aren't spending bar, maximise the number of s1 hits before cancelling into s2. This is your best grounded starter.
If starting with nj.H, delay your jump slightly before the [j.H]. The combo can be made easier by omitting the second 4M.
If landing the [nj.H] in the corner, the combo still works, but you should not delay the [j.H].
1 bar
throw xx KA9, [j.H], 4H, 4H, s1 xx s2
If you are getting to this combo by way ...s1 xx s2
: Do not do more than 3 follow-up hits of s1
The earlier you cancel the s1, the easier the combo is, but you should aim for at least 2.
The throw combo works even in the corner, release the [j.H] a little bit earlier than usual.
OD
Can get the s1 at the end in the corner.
Doing too many hits of s1 will push you too far back, you want 2 secondary hits at most.
If starting the combo from range, cut the s2 and cancel straight into OD.
Can get the s1 at the end in the corner.
If starting from raw [j.H], its optimal to omit one 4H
Advanced
Can also be done after throw xx KA9
in place of the [nj.H]
This is extremely valuable for fighting out the corner, you only ever lose 9 damage for using this route. Definitely worth practicing.
Corner juggles
Any DP in the corner can lead to juggles with cr.L, if you get a high connecting anti-air you can go straight into 4H instead.
These combos are normally a good opportunity for resets via a meaty 6M.
High connect OD in the corner allows us to juggle into j.H.
While a charged j.H is damage optimal, an uncharged j.H gives us a left/right mixup on landing.