|Combo Notation Guide||Character Name Abbreviations|
|2M > 5M > jc.MHS > SD > j.MLL > jc.LLL > j.214M||4302||1.07||Very Easy||BnB for damage.|
|2M > 5M > jc.MLL > jc.LLLS > SD > j.LLL > j.214M||4137||1.1||Very Easy||BnB for corner carry.|
|... j.LL2H||Very Easy||j.2H gives better oki and lets you solo combo into Lv1 midscreen, but it'll drop at high hitstun decay. While j.214M is faster, does more damage and is more versatile as a combo extender.|
|... j.LLLS > j.214M||Very Easy||End with this when near the corner.|
|... j.LLS > j.236L(2) > j.214L+M||-3||Very Easy||More damage than j.2H ▷ 214L+M.|
|... j.LLLS > j.214H||-0.5||Very Easy||Adds in extra corner carry compared to j.LLL > j.214M.|
|... > Vanish > j.236M (whiff), j.LLL > j.214M||-1||Very Easy||Air Vanish extension when you want to squeeze in as much damage as possible.|
|SD > j.ML > jc.LLS > j.214S~delay 7S~3S, j.236L > Vanish ...||2630+||-0.2||Easy||Raw SD conversion.|
|... > Vanish ▷ dash 2L > 5LL(4) > delay 2M > 5M > jc.MLL > jc.LLL > j.214M||2912 (j.236S)||-1||Easy||Ground Vanish conversion. 5LL(4) > 2M requires a delay or else it'll whiff on FRZ, GNY, TNK, GTK, A21, VTO, A17, CLR, JNB.|
2L > 5L can sometimes drop if you don't let them fall closer to the ground.
|... > Vanish ▷ dash 2L > 5LLL > SD > j.MLL > jc.LLL > j.214M||2892 (j.236S)||-1||Easy||...side switch version.|
|j.2S > 236H , dash 5LL...||2306+||-0.45||Very Easy||Same side j.1/2/3S conversion. Skip 2L because it eats up damage here.|
|j.2S > j.214S~4S~1S, j.236H ▷ dash 2L > 5LL...||2624+||-0.1||Easy||Crossup j.1/2/3S conversion.|
|2M > 5M > jc.MH > j.236M, SD > j.MLL > jc.LLLS > j.214M||4584||1.3||Very Easy||Basic aerial route without using j.214S. Since j.214S can only be done once until landing, this is an easy combo that can vanish into Ultra Spirit Bomb.|
|2M > 5M > jc.M > jc.MH > j.236M, j.214S~7S~3S, j.LLLS > j.214M||4799||1.48||Easy||Basic aerial route with j.214S. Does good damage and meter for how few normals are used, which makes it a good route for assisted Spirit Bomb.|
|2M > 5M > jc.M > jc.MH > j.236M, j.214S~2S~delay 1S ▷ SD > j.M > jc.MLHS > j.214M||4945||1.63||Medium||Aerial route that can still use j.214S later on.|
|2M > 5M > jc.MLL > jc.LLLS > j.214S~delay 7S~3S, j.LLLS > j.214M||4575||1.5||Easy||Midscreen-to-corner route.|
|2M > 236M, 2M > 5S > 5H > SD > airdash j.H ▷ jump j.LML > jc.LLLS > j.2H||5030 (5M)||1.55||Medium||Grounded rejump.|
|2M > 5M > jc.M > j.236M, j.[DR]||3490||0.7||Very Easy||Solo DR, useful for snapbacks.|
|5H > 214S~2S~1S ▷ SD > j.MLL > jc.LLLS > j.2H||4142||1.2||Easy||5H confirm #1.|
|5H > 214S~2S~1S ▷ 214S~7S~3S, delay j.LL > jc.LLLS > j.2H||4474||1.46||Medium||5H confirm #2.|
|214S~7S~3S, delay j.M > j.236M ▷ 5LL(4) > delay 2M > 5S > 5H > SD > airdash j.H ▷ jump j.LML > jc.LLL > j.214M||3756||1.85||Medium||Raw 214S confirm.|
|SD > j.LHS ▷ 2M > 5S > 5H > SD > airdash j.H ▷ jump j.LML > jc.LLLS > j.2H||3405||1.55||Medium||Raw SD confirm with a rejump.|
|5LLL > 214S~7S~3S, delay j.LL > jc.LLLS > j.214M||3364 (5L)||1.21||Easy||Back-to-corner combos with SKD #1.|
|2M > 5M > j.ML > delay j.L > delay forward jc.LLS > j.214S~delay 7S~3S, j.LLLS > j.214M||3492 (5L)||1.53||Hard||Back-to-corner combos with SKD #2. Crossed under the opponent between j.L > j.LL.|
|5LLLLLLL > j.214S~7S~3S, delay j.LL > jc.LLLS > j.214M||3522 (5L)||1.53||Easy||Highest damage back-to-corner from 5L starter. Doesn't end in SKD but can still combo into Ultra Spirit Bomb with assists.|
|... > Vanish, j.214S~1S > j.214H+S||-4||Medium||Solo combo into Ultra Spirit Bomb.|
|... j.214H+S, airdash j.[DR]||Very Easy||SKD after Spirit Bomb if you still have air options.|
|... j.214H+S ▷ dash [DR] > 236M > Supers||Medium||Optimal extension into Supers. All of these moves aren't affected by hitstun decay, they literally can't drop.|
- ... j.214M > Assist ▷ 5LLL > 214S~1S > j.214H+S
Corner Spirit Bombo combo that works with almost every assist in the game. 5LL > 5LLL will whiff at high hitstun decay, so either the entire combo needs to be cut slightly shorter, or you have to spend another assist e.g. 5LL + A2 > 5LLL.
- 5LLL > 214S~1S > [Vanish], j.214H+S
Midscreen Spirit Bomb with hold Vanish link.
- j.DR~A1/A2 ▷ 5LLL > 214S~1S > j.214H+S
Corner solo combo into Spirit Bomb, but only works if the opponent is on their last character.
- 214S~delay 8S~4S, j.LL ...
Corner Reverse Kame link, does less damage than 214S~7S~3S.