All damage values are tested on Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
The list is focused on most practical examples, not every single option that exists. For more optimal but less practical combos, please check the external resources page.
The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
Regular Starters
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
CH c.S > 6H > 214K > c.S > 6H > dl 214H/236S ~ 6S
Anywhere
168
Everyone
[2] Easy
214H to enter Jealous Rage, 236S ~ 6S to remain normal stance
HKDs allowing the ability to get okizeme. This combo works anywhere on stage however at (Midrange to Corner) it will wall break. Use 214H to regain jealous meter or super for max damage and hard knockdown.
Incredibly useful combo as it allows you to regain a lot of Jealousy Meter while still putting you in JR after the wallbreak. Depending on wall health the splat will occur earlier than 5H, so make sure to override your gattling with 63214P if you see the splat. At roundstart the combo will splat at f.S, further away from the wall the 5H is needed.
This combo does not work at roundstart distance, as the wallsplat will occur too early. It is thus very specific to the exact middle of the screen. 236K Needs to be almost point blank for the c.S to connect. c.S then needs to be dash cancelled and the dash needs to be kara cancelled into 623H to make the second c.S connect. It is much easier to substitute the second c.S with a 5K, as the dash kara cancel is no longer needed. The easier version deals 1 less damage.
Incredibly useful combo as it allows you to regain a lot of Jealousy Meter while still putting you in JR after the wallbreak. c.S can be substituted with 5K if 2D hit at further ranges.