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Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see System and Controls

> Proceed from the previous move to the following move.
P.png / K.png Either light or heavy version of Punch/Kick can be used.
2.X / D.pngX Button "X" is input while Crouching.
j.X Button "X" is input while jumping or in the air.
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
J.(X>Y>Z) Inputs are done in the same jump
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
Sj.X Button "X" is input while super jumping, some combos have a height requirement and won't work with a standard jump
(X > Y > Z) x N Signifies an infinite, N being the number of repetitions until the opponent dies, the timer runs out or you drop the combo
X(#) Attack "X" should only hit # of times.
/\ Jump up to continue the combo.
\/ Land on the ground to continue the combo.
-> Indicates cancels (basic attacks into special moves/supers)
~> indicates a Rekka followup