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 9 delay j.C j.2C Ender
2160 (2369)
Anywhere
Good for learning the jump cancel from 2CC.
5B 5C 6C 214B 5B 5C 6C delay 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.
2A 2B 2CC delay j.C j.A j.B (2 hits) j.2C > Ender
2232 (2449)
Anywhere
Good stepping stone for learning 2CC j.C jump sequence.
2A 2B 2CC 6[C] j.6D j.A j.B (2 hits) j.2C > Ender
2299 (2522)
Anywhere
Good for learning 6[C] j.6D jump sequence.
236C 6C 214B
2666 (2916)
100
Anywhere
Easy extra damage from reversal.
Theory
Basic combo string is
ground normals > 2CC > air normals > j.2C or 66C > filler > ender
ground normals > launcher > 6C or 6[C] j.6D > air normals > j.2C or 66C > filler > ender