Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X
Perform a micro-dash before performing "X".
TK.X
Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X)
Input "X" is optional. Typically the combo will be easier if omitted.
[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.
]X[
Input "X" is released. Will only appear if a button is previously held down.
{X}
Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#)
Attack "X" should only hit # of times.
X > Y
Cancel "X" into "Y".
X, Y
Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y
This notation has two meanings.
Use attack "X" with "Y" follow-up input.
Input "X" then within a few frames, input "Y". Usually used for option selects.
CH
The first attack must be Counter Hit.
CS
Perform a Chain Shift, which is performed by inputting D twice.
CVO
Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW
Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX
Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.
Getting Started
Starter Combos
Combos to start off with
Combo
Damage
Cost
Meter Gain
Location
2A > 2B > 2CC > dl. j.C > j.2C > Ender
2160 (2369)
Anywhere
Good for learning the jump cancel from 2CC.
5B > 5C > 6C > 214B 5B > 5C > 6C > dl.214A
2093 (2298)
Anywhere
Doesn't lead to great oki but is about as good damage you can reliably get from 5B.
Do 214X j.214C if you need more damage or want to be further away. Slight delay gives better frame advantage and allows you to place 22[B] fairly safely when you land.
Most basic ender, 5C is optional but worth going for if proration allows it.
Any combo that ends in 4B while you still have your jump cancel can go straight into flight for low flight safejump okizeme.
For worm setup, use 4B 22A.
2C > 5BB > 4B / 2CC > 4B
Anywhere
Sets up meaty worms after 22C.
5BB 4B is usually the one you will use most of the time, 2CC 4B works on less prorated combos.
The extra height from 5BB lets you connect 236A after 4B to end with a grounded EX move, or 623B to end with j.214C.
2CC > 4B needs a little delay between the 2C and the launcher to do this.
2C > 236B > 22C/236C/623C/236BC
100 EXS
Anywhere
Simple but reliable ender to finish your combo with an EX move.
22C for worm setup and 236BC/623C/236C if you need to kill.
2C > 623B > j.214C
100 EXS
Anywhere
High damage EX ender and with the j.214C drift buff you can now get okizeme from it in the corner.
The fewer hits from 623B, the lower you will be when you recover from j.214C, giving you better framedata.
You can even go into low flight for safejump j.A directly while drifting forward, the input should look like: j.214C~6>dl.2AB>3j.A
OTG 66B, 66C
Midscreen
Both used as filler and ender for corner carry.
For worm setup, use 66C 22B.
66C > j.214[A], 66C
Corner
Ender for good corner oki
Canceling 66C into 22B in the corner gives you enough time to do a meaty attack after.
2C > 3C (2 hits) > Flight
Anywhere
Decent way to set up flight oki near the corner or play keepout midscreen.
Can only be done from combos with fewer moves/better proration or it will drop after the first hit of 3C.
2C > 5B+C
Anywhere
Good for stealing some last-minute GRD.
Vorpal Force Function sets up flight pretty well.
2C > (4B) > 2B+C
Anywhere
Flight oki without a jump cancel is possible using Merkava's new Force Function.
66C > j.214[A], 236A > [Meter move]
100 EXS
Corner
Meter ender when you're out of OTGs.
CVO, (delay 236B 236C) > IW
100~200 EXS, Vorpal
Anywhere
CVO ender
Combos
2A/2B Starters
2A and 2B follow roughly the same combo structure and combo proration and surprisingly only a small difference in damage and meter on the more optimal routes.
2A and 2B damage and meter gain listed in respective order.
BNB using 236B, this combo is relatively simple yet it boasts very good damage, meter generation and corner carry. A clear example of Merkava's new routes.