Proceed/cancel from the previous move to the next move.
land
Indicates that the player must land at this point in the sequence.
,
Link the previous move into the following move.
~
Follow-up/cancel the previous move into a multi-stage follow-up move.
dl./delay
Delay the following move.
j.
Jumping attack.
jc.
Jump cancel.
dc/adc
Dash cancel/air dash cancel.
AA
Anti-air.
[X]
Hold the input.
]X[
Release the input.
[sequence] xN
Repeat the sequence/move N amount of times.
Pulse Combos
These are the combo routes triggered by using the Pulse Fuse, organized by starting on the ground or in midair. You can switch between Pulse combo routes at any point during the combo.