Launchers (top)
HIGH LAUNCHERS

Critical Level 1












(Feather)












(Feather) (Knockback)



(Heavy)

(Super Heavy)
Critical Level 2






(Feather)












(Heavy)









(Heavy) (Knockback)



(Super Heavy)
Critical Level 3





(Super Heavy)
---
MID PUNCH LAUNCHERS

Critical Level 1











(Feather)











(Feather) (Knockback)





(Feather)








(Heavy)





(Heavy) (Knockback)



(Super Heavy)
Critical Level 2












(Feather)












(Feather) (Knockback)






(Super Heavy)





(Super Heavy) (Knockback)
Critical Level 3













(Feather)











(Middle)








(Middle) (Knockback)
---

Critical Level 0 (Normal Hit Launch)












(Feather)












(Feather) (Knockback)








(Heavy)






(Super Heavy)





(Super Heavy) (Knockback)
Critical Level 2















(Feather)












(Light)









(Light) (Knockback)











(Heavy)








(Heavy) (Knockback)
Critical Level 3













(Feather)






(Feather)








(Super Light)





(Light)












(Heavy)









(Heavy) (Knockback)









(Super Heavy)








(Super Heavy) (Knockback)
---


Critical Level 0 (Normal Hit Launch)












(Feather)












(Feather) (Knockback)








(Heavy)






(Super Heavy)





(Super Heavy) (Knockback)
Critical Level 1















(Feather)












(Heavy)









(Heavy) (Knockback)
Critical Level 2







(Feather)













(Feather)













(Feather) (Knockback)












(Heavy)









(Heavy) (Knockback)






(Heavy)
Critical Level 3













(Feather)














(Light)











(Light) (Knockback)














(Heavy)











(Heavy) (Knockback)









(Super Heavy)








(Super Heavy) (Knockback)
---

/




/


Critical Level 2



(Heavy)
Critical Level 3








(Heavy)






(Super Heavy)





(Super Heavy) (Knockback)
---
Rollthrough
Critical Level 0 (Normal Hit Launch)








(Heavy)






(Super Heavy)





(Super Heavy) (Knockback)
Critical Level 3 (Hi Counter Hit Launch)





(Middle)
---


(Only when breaking threshold/used twice in stun)











(Feather)











(Feather) (Knockback)








(Heavy)



(Super Heavy) (Continue


string)






(Super Heavy)





(Super Heavy) (Knockback)
---
MID KICK LAUNCHERS


/



Critical Level 0 (Normal Hit Launch)








(Feather)








(Feather) (Knockback)



(Heavy)
Critical Level 1








(Light)





(Light) (Knockback)



(Heavy)
Critical Level 2











(Feather)











(Feather) (Knockback)





(Feather)








(Heavy)






(Super Heavy)





(Super Heavy) (Knockback)
Critical Level 3












(Feather)












(Feather) (Knockback)








(Feather)
Throw/Hold/Bound Combos (top)
THROW COMBOS














(Feather)








(Feather)












(Heavy)









(Heavy) (Knockback)









(Super Heavy)








(Super Heavy) (Knockback)



(Counter Hit or Higher)














(Feather)














(Feather) (Knockback)











(Heavy)









(Super Heavy)








(Super Heavy) (Knockback)





(Super Heavy)













(Heavy)











(Super Heavy)










(Super Heavy) (Knockback)
(




must not be delayed at any point of the string, or the opponent will turn around and either not get relaunched, or have an opportunity to mid punch hold. If Stagger Escape is set to "Fastest" the same will happen even if




is not delayed.)
---
HOLD COMBOS


(Mid Kick Hold)













(Feather)












(Heavy)









(Heavy) (Knockback)








(Heavy) (Omit


for Jumping Mid Kick Hold)





(Super Heavy)









(Super Heavy)








(Super Heavy) (Knockback)
---
BOUND COMBOS


/


(Only when breaking threshold/used twice in stun)


(Super Heavy)



(Super Heavy)
Sit Down Setups (top)
CH







Power Launcher Combos (top)

:[[p+k]]: (Power Launcher)


(whiff)














(Feather)

/


















(Light)


(whiff)















(Heavy)


(whiff)












(Heavy) (Knockback)


(whiff)









(Heavy)


(whiff)











(Super Heavy)


(whiff)










(Super Heavy) (Knockback)
Wall Combos (top)
STUN-TO-WALL BOUNCE


(High)


/


(Mid Punch)


/



(Mid Kick)
WALL BOUNCE FOLLOWUPS




(Super Heavy)
(The following finishers are


only.)








(Feather) (Knockback)








(Heavy)






(Super Heavy)





(Super Heavy) (Knockback)
Critical Burst Setups (top)
CH












CH















Stun








Stun







STUN EXTENDERS

(High)(+28)


(High)(+22)


(Mid Punch)(+28)


(Mid Kick)(+19)


(Low)(+19)


(Low)(+17 to 25)
Stage Combos (top)
HIGH WALL BOUNCE (Chests/circus ball in The Show, oil tanks in Fuel)








(Heavy)






(Super Heavy)
CEILING HIT (Power Launcher on Home/Temple of the Dragon)


(whiff)














(Heavy)


(whiff)








(Super Heavy)
OBSTACLE BREAK STUN (Benches/pots in Temple of the Dragon, chairs/tables/walls/beds in Home, columns in Desert Wasteland, torches in Sanctuary, stalagmites in Ends of the Earth)
Dash into range












(Heavy)
Dash into range










(Super Heavy)
THE TIGER SHOW
Hit the tiger in the ring of fire













(Heavy)





(Heavy)











(Super Heavy)
THE SHOW
Hit the big bumper


(Super Heavy)
SCRAMBLE
Hit the blue generator








(Heavy)






(Super Heavy)



(Super Heavy)
Power Blow into flying car
Run


2nd Danger Zone connects









(Heavy)
Run


2nd Danger Zone connects







(Super Heavy)
Hit the grounded white car/girder








(Heavy)






(Super Heavy)
HOT ZONE
RPG!


(Super Heavy)
Power Blow into helicopter
Dash into range







(Heavy)
Dash into range





(Super Heavy)
Dash into range




(Super Heavy)
Hit the sandbags


















(Heavy) (


can be held)
















(Super Heavy) (


can be held)
SANCTUARY
Power Blow into boulder
Dash into range







(Heavy)
Dash into range





(Super Heavy) (Do not press

early or you will Run

which will whiff.)
Notes (top)
When using


in juggles, be aware of your proximity to the wall; too close and


will wallsplat. It's generally safe to omit


when nearing a wall.
---
In most circumstances, when using


after an air throw, you can go for a guaranteed down attack attempt (


). The opponent can escape by back teching which leaves you at -1-3 if the


whiffs, but you can retain the advantage by simply not using


and walking forward instead.