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OmniSScythe

[CPEX] Makoto Nanaya's Combo Listing and Discussion Thread - "GOING ALL OUT"

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Makoto_by_Jiso.png

 

 

Starters and description:

Normals:

2A: Leads to her basic combos.

5A: A less useful version of 2A, can be used to jab people out of air normals.

5B: Fast poke, air unblockable, can be jump cancel only on hit, leads to some of her
stronger combos and can combo to 2C on CH.

5CC: Strong starter, low range, air unblockable, can be jump cancel on hit, can stagger between hits and leads to her stronger combos. Can combo to 2C on CH 5C

2B: Her go to low normal

6A: Anti-air, can be jump cancel on hit or block, and leads to air combos or 2D/5D.

6B~C: Overhead, leads to some of her stronger combos, causes juggle on air hit. 6B~6A also works and is more safe than auto confirming into ~C.

6C: Decent poke, can be used after 5B if 5C can't gatling, and can be combo'd off of with 5D.

3C: Low, slow start up, can be combo of with 2B.

2C: Can cause Fatal status, slow start up, low.

j.A: Quick air jab, can gatling to j.B.

j.B: CH gives a TON of hitstun, normal hit also have decent hitstun. Can be used into self, canceled into j.D or used to side switch.

j.C: Can gatling to j.B after first hit.


j.CC: Raises Makoto hurt box and can be used to mix up between a second air normal, a fall into low or empty grab.

j.2C: LOLOLOLOLOL, (If slows down Makoto's descent and causes stagger on ground hit.


Specials and Drives:

214D: Makoto's new parry, can only parry mids without foot property and grounded OH's. Can be combo into without meter.

623C/j.623C: DP, air unblockable with both versions, used in corner carry combos. If the first hit is used near the peak you can fall faster and make the follow up whiff which can be used to extend a combo.

5D: Causes ground slide, is air unblockable on any level, and can fatal.

2D: Launch the opponent into the air, 2D fatal now works the same as regular hit.

j.D: Causes wall bounce and can fatal.

236A~D: If done without the follow up it can either negate an incoming projectile or tag a hasty opponent.


236D: Has invincibility on juke, can cause fatal status, causes wallbounce in the corner or counter hit.

Astral vision A/B/C: Makoto's illusion special, causes 2 afterimages to support the real ones movement which depends on the version and has follow ups that's only possible during AV. Astral vision B/C can get increased range if done during dash.

214A~A/214A~B: A stop's movement from astral vision A. B allows you to go through opponents.

214B/C~D: Can only be combo'd off of a fatal counter or during OD.

214A~C: Can combo into C~mash or reset pressure

214A~C~A: Overhead, causes hard knockdown on hit.

214A~C~B: Low, can be combo'd off of with 5B.

214A~C~C: C~CCC or C~Mash, can be combo'd off up with rapid cancel.


214A~C~D: Can be combo into on ch level 2-3 or air hit. Level 2 for frame trap after ~C or level 3 for plus frames on block.


214~D: Can only be combo into on ch level 2-3 or air hit in corner. Only level 3 is plus.


236236D: Particle Flare or PF for short, a three part distortion that does more damage with level 3 charges.

632146D: Big Bang Smash or BBS for short, projectile, full charge hit 3/4ths of the screen, can punish other projectiles.

A+B+C+D = Overdrive Galaxian Impact: Makoto changes in this state are the following:

    All of Makoto's Drive moves automatically become Level G, giving them increased damage and faster startup.
    New additional properties are added to her special moves, such as wallbounce properties.
    Big Bang Smash deals increased damage and has less recoevry time.
    Particle Flare has a changed animation on its second hit and increased overall damage.



Notes:

All drives are level 3 unless stated otherwise i.e. 2D(2), 5D(2) or j.D(2)

In case of 236A~D just input it asap

All combos listed are with their weakest possible starter. Please don't repost a combo with a better starter.

66 before an attack input means you have to dash to follow up.

Mid screen combos:


Grounded: These are your staple combos anywhere on the map

2A > 5B > 6A > 5B > 5CC > 5D(2) > 214A~CCCC  [2249 dmg/17 meter]
Simple corner carry combo off of 2A, builds quite a bit of meter.

2A > 5B > 5CC > 2D(2) > 236A~D > 66 5B > 6A > j.CB > j.CB > j.623C~D [2392 dmg/17 meter]

More carry, more damage.

2A > 5B > 5CC > 2D(2) > 236A~D > 66 5C > 6C > 5D [2027 dmg/14 meter]
This allow an 236A on their wake up if done close enough to corner.

2B > 5B > 5CC > 2D(2) > 236A~D > 66 5C > 214A~C~D > 5CC > j.CB > j.CB j.623C~D [2735/19 meter]

One of the many possible examples of what could be done with a non-weak starter.

CH 5B > 2C > 214A~A > 5B > 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.B j.D(2) > j.623C~D [3632 dmg/26 meter]

 

214D~D > 66 5B > 5CC > 5D(2) > 214A~C~CxN [2449 dmg/24]

Parry confirm combo, recommended version

 

214D~D > 66 5B > 5CC > 2D(2) > 236A~D > 66 5B > 6A > j.CB > j.CB > j.623C~D [2804 dmg/25 meter]

2D(2) needs to be really early or drop

 

FC 214D~D > 66 5B > 5CC > 2D(2) > 236A~D > 66 5C > 214A~C~D > 5CC > j.CB > j.CB j.D(2) j.623C~D [4142/30 meter]

When the snap effect doesn't hit the opponent the space counter is actually her strongest starter, even without FC.

 

 

FC 214D~D > CT > 2C > 214A~A > 5B > 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.B j.D(2) > j.623C~D [5397 dmg/25 meter]

Just an another example, combo can be made better.

 

FC 236D > 6A > j.D > 66 5B > 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.CB > j.623C~D [3726 dmg/26 meter]

 

 

Grab:
 

B+C > 214A~A > 66 5B > 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.CB > j.623C~D [3262 dmg/23 meter]

 

4B+C > 2B > 6A > 2D > 2C > 214A~A > 5B > 6A j.CB > j.CB > j.623C~D [3169 dmg/22 meter]

j.B+C > 2B > 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.CB > j.623C~D [3155 dmg/22 meter]


Anti-air:

 

6A > j.CB > j.CB > j.623C~D [2026 dmg/14 meter]

 

6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.CB > j.623C~D [2957 dmg/21 meter]

 

CH 6A > j.D > 66 5B > 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.CB > j.623C~D [3354 dmg/24 meter]

Near Corner combos:  Knowing your location on the map is very important!

 

2A > 5B > 5CC > 2D(2) > 236A~D > 66 5C > 6C > 5D > 2B > 5CC > j.B > j.B > j.623C~D [2584 dmg/18 meter]

 

2A > 5B > 5CC > 2D(2) > 236A~D > 66 5C > 6C > 5D [2027 dmg/14 meter]
This allows for a 236A oki

 

2B > 5B > 5CC > 2D(2) > 236A~D > 66 5C > 214A~C~236D > 66 6C > 5D > 2C > 214A~D > 5CC > j.B > j.B > j.623C~D [3238 dmg/23 meter]

 

B+C > 214A~A > 66 5B > 6A > 2D > 2C 214A~236D > 5B > 5CC > j.B > j.B > j.623C~D [3492 dmg/25 meter]

 

6A > j.C > slight delay j.B > delay j.623C~D[1] (whiff) 5C > 6C > 66 214A~C~236D > 5CC > 623C~D [3123 dmg/22 meter]

Timing depends on height of 6A, use at own risk. lol

 

AA 5B > 5C > sj j.B > falling j.B > delay j.623C~D[1] (whiff) > 5C > 214A~C~236D > 6C > 5D > 2C > 214A~D > 5CC > 623C~D [3628 dmg/26 meter]

Works with just AA 5B as well if their high enough. Less difficult than the combo above but more situational.

 

CH 6A > j.D > 66 5B > 6A > 2D > 236D > 6C > 2D > 2C > 214A~D > 5CC > j.B > j.B > j.623C~D [3136 dmg/29 meter]

Corner only combos:
 

2A > 5B > 6C > 5D > 214A~C~236D > 5B > 5CC > j.CB > j.CB > j.623C~D [3033 dmg/21 meter]

If you add 5C, end the combo with a shorter air combo.

 

2A > 5B > 6C > 236D > 6A > 5D > 2C > 214A~D > 5CC > j.B > j.B > j.623C~D [3286/23 meter]

Classy

 

2B > 5B > 6C > 5D > 214A~C~236D > 6A > 2D > 2C > 214A~D > 5CC > j.CB > j.CB > j.623C~D [3734 dmg/26 meter]

Standard corner combo, plenty of places to either super, parry reset or OD.

 

5B > 6C > delay 214A~C~D > 6A > 2D > 2C > 5D > 2C > 214A~D > 5CC > j.CB > j.B > j.623C~D [4564 dmg/32 meter]

Optimum

 

CH 5B > 2C > 236D > 6A > 2D > 2C > 5D > 2C > 214A~D > 5CC > j.CB > j.CB > j.623C~D [4736 dmg/34 meter]

 

B+C > 236D > 2C > 5D > 2C > 214A~D > 5CC > j.B > j.623C~D [3844 dmg/27 meter]

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remember that makoto has that "Just Damage" on her drive now. so the dmg numbers may vary depending on if you completely filled the gauge for her drive moves in a combo...

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Did video about Makoto's throw combos:

 

https://www.youtube.com/watch?v=BX-SEzIeVpc

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Did video about Makoto's throw combos: 

omg thank you so much i love you 

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Well, its been a little over 3 weeks since CPEX dropped in NA and this thread is totally dead, so I thought I'd liven it up with my combo list I've been working on.

It still need some work, but it has grown pretty massive, so I might as well drop it now and add the last few things I need to it.

The main thing(s) missing are combos starting from Parry fatal and Lander Blow fatal, and maybe 5D fatal if I feel like it.

Please note, I tried to list the minimum and maximum damages I found for combos due to Makoto's new "Just Damage" mechanic on her drives. What I have listed may not be the actual min/max damages, but they're the min/max I saw when practicing the combos. I also have some combos listed with multiple ending options in ()'s separated by /'s and the damage/heat gain for each option are also separated by /'s. These multiple options are generally a super-ender vs no super-ender or Parry restand vs Orb Oki.

 

Mid Screen:
2A > 2A > 5B > 6A > 5B > 5CC > 5D(2) > 214A~CCCCC  [1957 dmg + 15 heat]
2A > 5B > 5CC > 2D(2) > 236A~D(1) > 5B > 5CC > j.CB > j.B > j.623C~D  [2390-2403dmg + 17 heat]
2B > 6A > 5C > 5CC > 5D(2) > 214A~C~CCC  [2324 dmg + 18 heat]
2B > 5B > 5CC > 2D(2) > 236A~D(1) > 665C > 214A~C~D > 5B > 5CC > j.CB > j.B > j.D(2) > j.623C~D  [2799-2808 dmg + 20 heat]
5B > 5CC > 2D(2) > 214A~B > 5C > 6C > 214B > j.B > j.D  [2415 dmg + 17 heat] (Simple side switch and corner carry) 
5B > 5CC > 2D(2) > 236A~D(1) > 665C > 214A~C~D > 5B > 5CC > j.CB > j.B > j.D(2) > j.623C~D  [3205-3217 dmg + 22 heat]
5B > 5CC > 2D(2) > 236A~D(1) > 665B > 5C > 6C > 214B > j.B > j.D |> 66 > 214B > j.A > j.B > j.623C~D  [2997-3033 dmg + 21 heat] (more carry than above, dash not needed near corner)
*5B > 5CC > 2D(2) > 236A~D(1) > 665B > 5C > 6C > 214B > j.B > j.D |> 214A~D  [2621-2643 dmg + 20 heat] (Note: 214A~D does not combo, but is safe on block to set-up more pressure after good carry)
5B > 5CC > 2D(2) > 214A~A > 214D~D > 66 > 5B > 6A > 5B > 5CC > 5D(2) > 214A~CCCCC  [3065 dmg + 27 heat] (cannot find way to effectively execute this combo)
6BC > 5D(2) > 214A~C~B > 5B > 6A > 2D > 2C > 214A~A > (5B > 6A > sjc > j.CB > j.D(2)) / (6A > 6BC > j.CB > j.CB) > j.623C~D  [2995-3009/3019 dmg + 21 heat]
2C > CT > 214A~C~D > 5A > 5B > 6A > 2D > 2C > 214A~A > 5CC > j.CB > j.CB > j.623C~D  [4096-4111 dmg + 16 heat]
2C > CT > 66 > 2B > 6A > 2D > 2C > 214A~A > 6A > 6BC > j.CB > j.B > j.D(2) > j.623C~D  [4161 dmg + 18 heat]
3C > 214A~C~D > 5A > 5CC > sjc > j.CB > j.CB > j.D(2) > j.623C~D  [2662-2678 dmg + 19 heat]
3C > 214A~C~D > 5A > 5B > 6A > 2D > 2C > 214A~A > 6A > 6BC > j.CB > j.CB > j.623C~D  [3167-3205 dmg + 22 heat]
j.2C > j.C |> 5B > 6A > 5B > 5CC > 5D(2) > 214A~CCCC  [2293 dmg + 17 heat]
j.2C > j.C |> 5B > 5CC > 2D(2) > 236A~D(1) > 665C > 214A~C~D > 5CC > j.CB > j.B > j.D(2) > j.623C~D  [2566-2574 dmg + 18 heat]
CH 5B > 2C > CT > 214A~D > 5A > 5B > 6A > 2D > 2C > 214A~A > 5CC > j.CB > j.CB > j.623C~D  [4328-4358 dmg + 18 heat]
CH 5B > 2C > CT > 66 > 2B > 6A > 2D > 2C > 214A~A > 5CC > j.CB > j.CB > j.623C~D  [4208-4224 dmg + 18 heat]
CH 5D(2) > 214A~B > 5B > 5CC>  2D(2) > 236A~D(1) > 665C > 214A~C~D > 5CC > j.CB > j.CB > j.623C~D  [3128dmg + 22 heat]  (for when you can counter-hit a really unsafe move and want a simple way to switch sides)
 
Near Corner: 
2B > 5B > 5CC > 2D(2) > 236A~D(1) > 665C > 214A~C > 236D > 6A > 5D > 2C > 214A~D > 5B > 5CC > j.B > j.B > j.623C~D  [3265-3284 dmg + 23 heat]
2B > 5B > 5CC > 2D(2) > CT > 214A~C > 236D > 66 > 5D > 2C > 214A~D > (5B > 5CC > j.B > j.B > j.623C~D) / (5CC > 236236D)  [3823-3845/4525-4617 dmg + 20/17 heat]
5B > 5CC > 2D(2) > 236A~D(1) > 665B > 5C > 6C > 5D > (2C > 214A~A > 214D ) / (Orb Oki)  [2717-2743/2538-2564 dmg + 24/18 heat]
5B > 5CC > 5D(2) > 214A~C~CC > RC > j.D > 66 > 5B > 6A > 2D > 236D > 5CC > j.B > j.B > j.623C~D  [4155 dmg + 25 heat]
5B > 5CC > 5D(2) > 214A~C~CC > RC > 236D > 66 > 6A > 2D > 2C > 214A~D > 5CC > j.B > j.B > j.623C~D  [4285-4321 dmg + 27 heat]
5B > 5CC > 2D(2) > CT > 214A~C > 236D > 66 > 5D > 2C > 214A~D > (5B > 5CC > j.CB > j.CB > j.623C~D) / (5CC > 236236D)  [4562-4608/5080-5155 dmg + 24/20 heat]
6BC > 214A~C~B > 5B > 6A > 2D > 2C > 214A > 236D > 6A > 5D > (2C > 214A~A > 214D) / (Orb Oki)  [2850-2919/2740-2774 dmg + 25/19 heat]
6BC > 214A~C~B > 5B > 6A > 2D > 2C > 214A > 236D > 6A > 5D > 66 > (5B > 5CC > j.B > j.B > j.623C~D) / (2B > 5CC > 236236D)  [3229-3247/4073-4141 dmg + 23/21 heat]
CH 5B > 2C > CT > 214A~C > 236D > 6A > 5D > 2C > 214A~D > 5B > 5CC > j.CB > j.CB > j.623C~D  [5275-5340 dmg + 24 heat]
CH 5D(2) > CT > 214A~C > 236D > 6A > 2D > 2C > 214A~D > 5B > 5CC > j.CB > j.CB > j.623C~D  [4905-5005 dmg + 22 heat]  (Note: add 214A~B after 5D(2) to switch sides if you're in the corner)
 
Anti-Air:
6A > sjc > j.CB > j.CB > j.D(2) > j.623C~D  [2205-2237 dmg + 15 heat]
6A > 2D > 2C > 214A~A > 6A > 6BC > j.CB > j.CB > j.D(2) > j.623C~D  [3156-3174 dmg + 22 heat]
6A > 6B > 2D(2) > 236A~D(1) > 665C > 214A~C~D > 5B > 5CC > j.CB > j.B > j.5D(2) > j.623C~D  [3052-3064 dmg + 21 heat] (Note: must hit 6A extremely close to ground. Not really viable)
CH 6A > j.D > 66 > 5B > 6A > 2D > 2C > 214A~A > 6A > 6BC > j.CB > j.CB > j.623C~D  [3469-3483 dmg + 25 heat]
6A > j.B > j.C > j.623C~[D] |> 5A > 5C > j.B > j.B > j.623C~D(2)  [2178 dmg + ?? heat]
Near Corner - 6A > j.B > j.D > 66A > 2D > 2C > 236D > 6A > 5D > 2C > 214A~D > 5CC > (j.B > 623C~D) / (236236D)  [3922-4006/4693-4805 dmg + 28/26 heat]
 
Parry: 
214D~D > 5B > 6A > 5B > 5CC > 214A~C~CCC  [2424-2491 dmg + 24 heat]
214D~D > 5B > 5CC > 2D(2) > 236A~D(1) > 665B > 6A > j.CB > j.CB > j.623C  [2713-2793 dmg + 24 heat]
 
Corner:
2A > 5B > 6C > 236D > 6A > 5D > (2C > 214A~A > 214D) / (Orb Oki)  [2237/1952-1987 dmg + 21/14 heat]
2A > 5B > 6C > 236D > 6A > 5D > 2C > 214A~D > 5CC > j.B > j.B > j.623C~D  [3257-3321 dmg + 23 heat] (add 5B before 5CC for ~3368dmg but worse opponent instant-techs)
2A > 5B > 5CC > 2D(2) > 236A~D(1) > 6A > 6BC > 5D > Orb Oki  [2162-2180 dmg + 15 heat]
2A > 5B > 5CC > 2D(2) > 214A~A > 6A > j.B > j.D > 6A > 5D > Orb Oki  [2237-2256 dmg + 16 heat]
2A > 5B > 6C > 5D > 214A~C > 236D > 5CC > j.B > j.B > j.623C~D  [2856-2899 dmg + 20 heat]
2A > 5B > 6C > 5D > 214A~C > 236D > 5B > 5CC > j.CB > j.CB > j.623C~D  [3033-3047 dmg + 21 heat]
2B > 5B > 6C > 5D > 214A~C > 236D > 6A > 2D > 2C > 214A~D > (5B > 5CC > j.CB > j.CB > j.623C~D) / (5CC > 236236D)  [3751-3832/4392-4460 dmg + 27/23 heat]
2B > 5B > 6C > 214A~C > 236D > 6A > 2D > 2C > 214A~D > 5CC > 5D > (2C > 214A~A > 214D) / (Orb Oki)  [3357-3384/3228-3274 dmg + 29/23 heat]
2B > 5B > 6C > 214A~C > 236D > 2C > 214A~D > 5B > 6A > 2D > 2C > 5D > Orb Oki  [3324-3345 dmg + 23 heat]
2B > 5C > 5C > 5D > 214A~C > 236D > 6A > 2D > 2C > 236A~D > 5CC > (j.B > j.B > j.623C~D) / (236236D)  [3825-3857/4586-4728 dmg + 27/25 heat]
2B > 5B > 6C > 214A~C > 236D > 2C > 5D > 2C > 2D > 2C > 214A~D > (5B > 5CC > j.B > j.B > j.623C~D) / (5CC > 236236D)  [3961-3985/4638-4661 dmg + 35/25 heat]
5B > 6C > 214A~C > 236D > 6A > 2D > 2C > 214A~D > 5CC > 5D > (2C > 214A~A > 214D) / (Orb Oki)  [392-4007/3759-3826 dmg + 33/27 heat]
5B > 6C > 214A~C > 236D > 2C > 214A~D > 5B > 6A > 2D > 2C > 5D > (2C > 214A~A > 214D ) / (Orb Oki)  [4078-4149/3888-3915 dmg + 3427 heat]
5B > 6C > 5D > 214A~C > 236D > 2C > 2D > 2C > 214A~D > (5B > 5CC > j.CB > j.CB > j.623C~D) / (5CC > 236236D)  [4606-4618/5108 dmg + 33/28 heat]
5B > 6C > 5D > 214A~C > 236D > 6A > 2D > 2C > 236A~D > 5CC > (j.CB > j.CB > j.623C) / (236236D)  [4612-4623/5204-5368 dmg + 33/29 heat]
5B > 6C > 214A~C > 236D > 2C > 5D > 2C > 2D > 2C > 214A~D > (5B > 5CC > j.B > j.B > j.623C~D) / (5CC > 236236D)  [4702-4754/5291-5296 dmg + 33/29 heat]
6BC > 214A~C~B > 5B > 6A > 2D > 2C > 214A~D > 5CC > 5D > (2C > 214A~A > 214D) / (Orb Oki)  [2881-2943/2776-2797 dmg + 25/20 heat]
6BC > 214A~C~B > 5B > 6A > 2D > 2C > 5D > 2C > 214A~D > (5B > 5CC > j.B > j.B > j.623C~D) / (5CC > 236236D)  [3242-3269/4023-4113 dmg + 23/20 heat]
6BC > 5D > 214A~C > 236D > 6A > 2D > 2C > 214A~D > (5B > 5CC > j.B > j.B > j.623C~D) / (5CC >236236D)  [3463-3567/4174-4211 dmg + 25/22 heat]
2C > CT > 214A~C > 236D > 6A > 2D > 2C > 5D > 2C > 214A~D > 5B > 5CC > j.B > j.B > j.623C~D  [5334-5438/5945-6004 dmg + 25/17 heat]
3C > 214A~C > 236D > 6A > 2D > 2C > 5D > 2C > 214A~D > (5B > 5CC > j.B > j.B > j.623C~D) / (5CC > 236236D)  [4351/5031 dmg + 31/27 heat]
3C > 214A~C > 236D > 6A > 2D > 2C > 214A~D > 5CC > 5D > (2C > 214A~A > 214D) / (Orb Oki)  [3714/3543-3578 dmg + 31/25 heat]
CH 5B > 2C > CT > 214A~C > 236D > 6A > 2D > 2C > 5D > 2C > 214A~D > 5CC > (j.B > j.B > j.623C~D) / (236236D)  [5472-5567/6168-6184 dmg + 26/23 heat]
 
Throw:
Midscreen -    4B+C > 2B > 6A > 2D > 2C > 214A~A > 5CC > j.CB > j.CB > j.623C~D  [3124-3167 dmg + 22 heat]
Midscreen -    5B+C > 214B > j.B |> 6A > 2D > 2C > 214A~A > 5CC > j.CB > j.CB > j.623C~D  [3124-3136 dmg + 22 heat]
Midscreen -    5B+C > 214A~C~D > 5CC > j.CB > j.B > j.D(2) > j.623C~D  [3000-3017dmg + 21 heat]
Midscreen -    5B+C > 214B > j.B |> 214D  [1601 dmg + 16 heat] (Note: j.B must be hit almost as late as possible)
Near Corner - 5B+C > 214A~A > 5B > 6A > 2D > 2C > 214A~A > 236D > 5B > 5CC > j.B > j.B > j.623C~D  [3478-3492 dmg + 24 heat]
Corner -         5B+C > 236D > 2C > 5D > 2C > 214A~D > 5B > 5CC > j.B > j.B > j.623C~D  [3973-4009dmg + 28 heat]
Corner -         5B+C > 236D > OD > 623C~D > 5D > 214A~D > 2C > 214B~D > j.623C~D > 236236D  [5895 dmg + 31 heat]
From Corner - 4B+C > 2B > 6A > 2D > 2C > 236D > 5CC > j.B > j.623C~D  [3292-3377 + 24 heat]
 
 
Drive Fatal:
Midscreen -    CH 236D > 66A > 6B > 2D(2) > 236A~D(1) > 665C > 214A~C~D > 5B > 5CC > j.CB > j.B > j.D(2) > j.623C~D  [3472-3582dmg + 25 heat]
Midscreen -    CH 236D > 214A~C~B > 5B > 6A > 2D > 2C > 214A~A > 66A > 6BC > j.CB > j.B > j.D(2) > j.623C~D  [3685-3720dmg + 26 heat] (replace 5B>6A with 66>5CC to switch sides)
Corner -         CH 236D > 5B > 6A > 2D > 2C > 236A~D > 5CC > 5D > 2C > 214A~D > 5CC > (623C~D) / (236236D)  [4247-4332/5212-5249dmg + 30/29 heat]
Corner -         CH 236D > 5B > 6A > 2D > 2C > 236A~D > 5CC > 5D > 5B > 6A > j.B > j.D |> 214D  [3933-4021 dmg + 33 heat]
Midscreen -    CH 214A~D > 5B > 5D(2) > 214A~C~B > 5B > 6A > 2D > 2C > 214A~A > 6A > 6BC > j.CB > j.B > j.D(2) > j.623C~D  [3707-3816 dmg + 27 heat] (guaranteed to reach corner)
Near Corner - CH 214A~D > 5B > 214A~C~B > 5B > 6C > 236D > 2C > 236A~D > 66 > 5CC > 5D > 5CC > (j.B > j.B > j.623C~D) / (236236D)  [4048-4164/4952-4971 dmg + 29/27 heat]
Near Corner - CH 214A~D > 5B > 214A~C~B > 5B > 6C > 236D > 2C > 236A~D > 66 > 5CC > j.B > j.D |> 214D [3760-3793 dmg + 31 heat]
Midscreen -    CH 214B/C~D > 6A > 6B > 2D(2) > 236A~D(1) > 66 > 5CC > j.CB > j.CB > j.623C~D  [3142-3267 dmg + 22 heat] (can dash under after CH 214B/C~D and switch sides)
Midscreen -    CH 214B/C~D > 214A~C~B > 5CC > 2D > 6A > 6BC > j.CB > j.CB > j.623C~D  [3524 dmg + 25 heat]
Midscreen -    CH 214B/C~D > OD > (just go ham with what you got)  [HAM dmg + CHEESE heat]
Corner -         CH 214B/C~D > 236A~D > 5CC > 5D > 2C > 214A~D > 5CC > j.B > j.623C~D  [4070-4094 dmg + 29 heat]
Corner -         CH 214B/C~D > 236A~D > 5CC > 5D > 66 > 5CC > j.B > j.D |> 214D  [3574-3607 dmg + 30 heat]
Corner -         CH 214B/C~D > OD > 5D > 214A~D > 236D > 623C~D > 2D > 214B > j.A (whiff) > j.D > j.623C~D > 236236D  [6472 dmg] (<=40% health necessary. Really, just go ham with as much OD time as you have)
 
Over-Drive Set-ups:
Midscreen -    5B > 5CC > 2D(2) > 214A~B > 5B > j.B > jc > OD > (j.623C~D |> ...)
Midscreen -    5B > 5CC > 2D(2) > 214A~B > 5CC > sjc > j.B > wait > j.B > jc > OD > (j.623C~D |> ...) (side switch from above combo)
Midscreen -    3C > 2B > 6A > 2D > OD > (623C~D > ...)
Midscreen -    3C > 2B > 6A > j.B > jc > OD > (j.623C~D > ...)
Near Corner - 5B > 5C > 6C > 2D(2) > 214A > 236D > OD > (5D/214A~D > ...)
Near Corner - 5B > 5CC > 2D(2) > 236A~D(1) > 665C > 214A~C > 236D > OD > (5D/214A~D > ...)
Corner -         5B > 6C > 214A~C > 236D > OD > (623C~D > ...)
Corner -         5B > 6C > 5D > 214A~C > 236D > 6A > 2D > OD > (623C~D > ...)
 
Over-Drive:
Full Health Mid-screen -              5B > 5CC > 5D(2) > OD > 5B > 623C~D > 66 > 5C > 214A~C > 236D > 6A > j.B > j.D > 5CC > j.B > j.B > j.623C~D  [3999 dmg]
60% Health Midscreen -              5B > 5CC > 2D(2) > 214A~B > 5CC > sjc > j.B > j.B > jc > OD > j.623C~D > 623C~D > 5D > 214A~D 632146D  [3977 dmg]
50% Health Midscreen -              5B > 5CC > 5D(2) > OD > 5B > 214A~D > 5B > 623C~D |> 236236D  [4556 dmg]
50% Health Midscreen -              5B > 5CC > 2D(2) > 214A~B > 5B > j.B > jc > OD > j.623C~D > 662C > 214B~D > 6623C~D > 5D > 214A~D > 236236D  [5437 dmg]
50% Health Midscreen -              5B > 5CC > 2D(2) > 214A~B > 5CC > sjc > j.B > j.B > jc > OD > j.623C~D > 662C > 214B~D > 66623C~D > 5D > 214A~D > 236236D  [5132 dmg]
50% Health Anti-Air Mid-screen -  6A > j.B > jc > OD > j.623C~D |> 2D > 214C~D > 2366A~D > 5D > 214A~D > (236236D) / (632146D)  [5477/4523 dmg]
50% Health Anti-Air Mid-screen -  6A > j.B > jc > OD > j.623C~D |> 623C~D > 2D > 214C~D > 2366A~D > 66 > 236236D  [5547 dmg] (can be done without corner)
Full Health Anti-Air Mid-screen -   6A > j.B > jc > OD > j.623C~D |> 5D > 214B |> (66 >) 2B > 5B > 6A > j.B > j.D |> 214D  [3084 dmg]
Full Health Near Corner -            5B > 5C > 6C > 2D(2) > 214A > 236D > OD > 214A~D > 5D > 214B~D > 6A > 6BC > j.CB > j.CB > j.623C~D  [4509 dmg]
50% Health Near Corner -           5B > 5C > 6C > 2D(2) > 214A > 236D > OD > 214A~D > 5D > 214B~D > 623C~D > j.623C~D > 6C > 236236D  [6243 dmg]
50% Health Corner -                   5B+C > 236D > OD > 623C~D > 5D > 214A~D > 2D > 214B > j.A(whiff) > j.D > j.623C~D > 236236D  [5904-5950 dmg]
50% Health Corner -                   5B > 6C > 5D > 214A~D > 236D > 6A > 2D > OD > 623C~D > 214A~D > 2C > 214B~D > 236236D  [6013 dmg]
50% Health Corner -                   5B > 6C > 214A~C > 236D > OD > 623C~D > 2C > 214B~D > j.623C~D > 5D > 214A~D > 6C > 236236D  [6599 dmg]
10% Health Corner -                   5B > 6C > 214A~C > 236D > OD > 623C~D > 2C > 214B~D > j.623C~D > 5D > 236A~D > 214A~D > 2D > 632146D > 236236D  [7394-7497 dmg]
 
Resets and Mix-ups:
Midscreen - 5B > 5CC > 2D(2) > 236A~D(1) > 665B > 6C > 214B~D > ... (fish for a fatal)
Midscreen - 5B > 5CC > 2D(2) > 236A~D(1) > 665B > 5C > 2C > ...
Midscreen - 5B+C > 214B > j.B |> 214D~D > 5B > 5CC > RESET 2D(2) > ...
 
Shenanigans:
5B+C > 214B > j.B |> 214D~D > 5B > 6A > 5B > 5CC > 214A~C~CCC - The combo ends between the final 2 hits of Infinite Rush for some reason. If opponent isn't actively blocking, the final hit of Infinite Rush is the start of new combo

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So I was somehow able to edit in 1 combo to my above post, but cannot edit it anymore because I get a "This comment can no longer be edited" message (someone should fix that). Kept trying to edit again for a few days, but no dice. Anyway, until that is resolved, here's a few more combos: some random stuff with CT because I was trying to find ways to add it to combos (lol CH 236D > 2D(2) > CT works), few examples of combos with corner carry + oki/pressure, Lander Blow fatal combos, and OD/non-OD combos off of parry restand if Space Counter actually hits. At this point, I'll even take requests for stuff to test/find combos for because I can't really think of anything else that's worth trying out.

Midscreen:

5B > 5CC > 2D(2) > 236A~D(1) > 665B > 5C > 6C > 214B > j.B > j.D |> 214A~D  [2621-2643 dmg + 20 heat] (Note: 214A~D does not combo, but is safe on block to set-up more pressure after good carry)

5B > 5CC > 2D(2) > CT > 214A~C~D > 5A > 5C > 6C > 214B > j.B > j.D(2) > j.623C~D  [3539-3557 dmg + 17 heat]

Corner: 

(2C > 214A~A > 214D~)D > 5CC >2D(2) > 214A~B > 5B > j.B > j.D > 6C > 236D > 6A > 5D > 2C > 214A~D > 5CC > (623C~D) / (236236D)  [4606-4766/5559-5677 dmg + 34/32 heat]

Throw:

Midscreen -   5B+C > 214B > j.B |> 6C > 214B > j.B > j.D |> 214A~D  [2249-2276 dmg + 18 heat] (Note: 214A~D does not combo, but is safe on block to set-up more pressure after good carry)

Drive Fatal:

Midscreen -    CH 236D > 2D(2) > CT > 214A~C~B > 66A > 6BC > j.CB > j.CB > j.D(2) > j.623C~D  [4062-4186 dmg + 19 heat]
Near Corner - CH 236D > 2D(2) > CT > 214A~C~D > 5A > 5C > 6C > 214B > j.B > j.D |> 66 > 6A > 5D > 2C > 214A~D > 623C~D  [4250-4396 dmg + 21 heat]
Midscreen -    CH 214A~C~D > 5B > 5D(2) > 214A~C~B > 5B > 6A > 2D > 2C > 214A~A > 6A > 6BC > j.CB > j.B > j.D(2) > j.623C~D  [3307-3403 dmg + 24 heat]
Midscreen -    CH 214A~C~D > CT > 214A~C~B > 5B > 6A > 2D > 2C > 214A~A > 6A > 6BC > j.CB > j.CB > j.623C~D  [3910-3959 dmg + 17 heat]
Corner -         CH 214A~C~D > CT > 214A~C > 236D > 2C > 236A~D > 5CC > 5D > 2C > 214A~D > 5CC > 623C~D  [4860-4911 dmg + 25 heat]

OD Set-up:

Corner -      ... 2C > 214A~D > 5CC > j.B > jc > OD > (j.623C~D ...) (I wrote this down for some reason, but I cant figure out why...seems kinda lame)
Anywhere -    CH 214A~C~D > OD > ...

OD:

40% Health Corner -               (2C > 214A~A > 214D~)D > 5CC > 2D(2) > 214A~B > 5B > j.B > jc > OD > j.623C~D > 5D > 214B~D > 236D > 623C~D > 214A~D > 6C > 236236D  [6503-6623 dmg]

Reset & Mix-up:

Against Aerial Opponent - ... > 5CC > 3C  (like 2C > 214A~A > 5CC > 3C for lulz)
Anywere - ... > sjc > j.B > j.B > j.C |> j.5B+C > ... (fairly easy to catch people off guard with air throw because j.B knocks them so high, you fall offscreen then jump and throw before they notice)
Corner - 5B+C > 214A~D > 5CC > 5D > 2C > 214A~D > BREAK > 5B+C > ... (Last 214A~D instantly ends combo, so if opponent isn't paying attention and neutral techs, they land perfectly for another throw)

 

Edit 8/14/15: I noticed I knew a good combo starter route, but hadn't explored it outside of OD, and I think it's Makoto's highest damage, non-counter-hit route in the corner now. Here you go:

Near Corner:
5B > 6C > 2D(2) > 214A > 236D > 66 > 6A > 5D > 2C > 214A~D > (5B > 5CC > j.CB > j.CB > j.623C~D) / (5CC > 236236D)  [4267-4356/4737-4856 dmg + 30/25 heat]

Corner:
5B > 6C > 2D(2) > wait > 236D > 2C > 236A~D > 5CC > 5D > 2C > 214A~D > (5B > 5CC > j.B > j.B > j.623C~D) / (5CC > 23626D)  [4680-4816/5434-5532 dmg + 33/31 heat]
5B > 6C > 2D(2) > CT > 214A~C > 236D > 6A > 5D > 66 > 2C > 236A~D > 5CC > (j.B > j.B > j.623C~D) / (236236D)  [5084-5160/5797-5868 dmg + 17/15 heat]
5B > 6C > 2D(2) > CT > 214A~C > 236D > 2C > 5D > 2C > 214A~D > 5B > 5CC > j.B > j.CB > j.623C~D  [5145-5232/5660-5791 + 17/13 heat] (Note: 236D must hit at the lowest lvl 3 charge possible)
50% Health Corner - 5B > 6C > 2D(2) > 236D > OD > 623C~D > 5D > 214B~D > 214A~D > 6A > j.B > j.D > j.623C~D |> 236236D  [6663 dmg]

 

Edit 8/23/15: New slight variant for highest damage 5B starter OD combo
10% Health Corner - 5B > 6C > 214A~C > 236D > OD > 623C~D > 236A~D > j.D > j.623C~D |> 5D > 214B~D > 214A~D > 2D > 632146D > 236236D [7565 dmg]

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I know it took forever, but I finally figured it out! I never really dove this deep unto Makoto's combo game until recently, but apparently D lv2 can be chained into specials! Damn, I feel like a fool for not knowing that! XD

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