Combo time! Let's do it.

- FC
- 36 damage (not at tip range)
- JS
- 51 damage (must be point blank to connect- risky whiff!!)
---


or

- JS
- 53 damage (recommended combo)
- JS
- 56 damage
- JS:
- 58 damage (Clean Hit 65 damage)
- JS

- 65 damage (wall carry)
- JS

~JS
- 92 damage (only near wall/ring edge)
- 95 damage
---


- 49 damage (best oki)




- 67 damage (damage/killshot)


~
- 67 damage (ringouts)


~
- 80 damage


~
- 110 damage (ringouts)
---
WR
- JS
- 43 damage
---
WR

- JS
- 57 damage
- 102 damage
---


- JS
- 67 damage (only near wall/ring edge boundary)
---




- 50 damage
- 82 damage (best used for wall carry/ringouts)
---
WR


- JS
- 63 damage
- JS:
- 66 damage (Clean Hit 77 damage)
- JS

~


- 78 damage


~JS
- 68 damage (Note 1)


~
- 64 damage (Note 1)
- 99 damage
---


- 123 damage (Clean Hit 137 damage)
---



- 54 damage (only near ring edge/wall boundary)
---






~JS
- 77 damage (best oki)




~



- 80 damage (killshot)
- run-up


- 73 damage (Clean Hit 83 damage) (Note 2)
- 109 (Note 3)




~
- 96 damage (Note 4)
---



- 51 damage
- JS
- 58 damage


~JS
- 75 damage


~
- 72 damage (Note 5)
- 107 damage
---


- BT


- 48 damage (Note 6)
, JS
- 62 damage (only near wall/ring edge boundary)
,
- 103 damage ("The Partisan Special"- incredible reverse ringout range)
---



- 57 damage
- JS
- 63 damage
---



~

(Note 7)

- 53 damage
- JS
- 59 damage
---
(JS

)
- 3B - 55 damage
- 103 damage
---




- 70 damage
- JS
- 76 damage


~
- 78 damage (ringouts)


~
- 100 damage (ringouts- 2 bars required)
---
JS

---
(Note 1) - 3KK and its followups can be very inconsistent. Recommend you use JS B for maximum reliability.
(Note 2) - If you are unsure about using 66B+K at the wall, use this. B+K hits for good damage and is usually more reliable.
(Note 3) - Does not work at tip range or off-axis. I would rather use 66B+K, CE.
(Note 4) - Normally, I wouldn't recommend 66B, 66B+K, CE, as you're paying 1 bar for 19 damage, and as such it's only worth it if it kills or rings out.
However, sometimes when you land 66B+K you land it late, and it catches the opponent's tech and relaunches them for +18 damage. If you use CE here, you'll get better scaling (1 bar for 34 damage). I usually go for the CE if I get a relaunch (128 damage! Woo!) but it's up to you.
(Note 5) - 3KK is a little more reliable here. But, JS K likes to whiff if the opponent falls away from you, and whiffing your backflip is really bad. Use 3B for more reliability.
(Note 6) - Always BT B+K, even if you think you have the ringout. Hitting them with the move pushes them a teeny bit and that can be the difference between a ringout and nothing.
(Note 7) - If you delay the K, the opponent will fall toward you instead of away from you, allowing combo followups. If you do it too fast, you may whiff your followup.