Far light confirm, use 1 less 2LP if farther away.
2LP, 5MP~HP > KK > 623K, 623HP
Anywhere
2440
0
0
[3] Medium
Close up midscreen 5MP Link. Maximum damage and side switches.
2LP, 5MP~HP > KK > 214K
Anywhere
1640
0
0
[2] Easy
Close up midscreen 5MP link. Corner carry.
2LP, 5MP > 214LK, 623MP
Anywhere
2130
0
0
[2] Easy
Close up midscreen 5MP link. Compromise of Damage and Corner Carry with no side swap.
2LP, 5MP~HP > 236MK~dl.6HK, 623HP
Corner
2480
0
0
[3] Medium
Close up corner 5MP link. Does more damage than a Jinrai Loop but less stylish.
Heavy Confirm Combos
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
5HP > 623HP
Anywhere
2200
0
0
[2] Easy
Stand HP easier confirm. Combo should be relatively easy, confirming it is harder. If unsure, cancel into MK Jinrai Kicks for safety.
5HP > KK > 623P
Anywhere
2500
0
0
[3] Medium
Stand HP harder confirm. Higher damage, better corner carry but harder to confirm.
j.HP, 2HP > 214LK > 623MP
Anywhere
3070
0
0
[2] Easy
Max damage Jump-in midscreen.
j.HP, 2HP > 236HK~dl.6LK, 236LK~6LK, 623HP
Corner
3430
0
0
[4] Hard
Max damage Jump-in corner.
Punish Counter Combos
4f
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
2LP, 5MP~HP > KK > 623P
Anywhere
2240
0
0
[2] Easy
2LP, 2HP > KK > 623P
Anywhere
2440
0
0
[4] Hard
4f Punish Counter with Ken's run ender. 2LP can be switched with 5LP for additional range all KK > enders can be used; KK > 214K for corner carry, KK > 623P for damage, and KK > 623K > 623HP for a sideswitch.