Midscreen Combos
Meterless
- 2M > 5M > jc.MLL > jc.MLL2H > SD > j.LLLS > j.236L
- 2M > 5M > jc.MLL2H > SD > j.LL > jc.MLLHS > j.236M
Universal midscreen BnBs.
j.236L is more likely to connect, but does less damage, has less corner carry and worse oki than j.236M. You always want to use j.236M if possible.
- 2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.MLL > j.214L
Rejump combo. The dash before rejump has to be buffered. No sliding knockdown and does less damage than the basic BnB, but has great corner carry.
- Steep angle SD > j.L > delay j.M ▷ jump j.LM > jc.M2H > SD > j.MHS > j.236M
Rejump from something like a fake crossup SD.
Metered
- 2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LL > j.214M(2) > Vanish > SD > j.MHS > j.236M
Fullscreen rejump combo. It's j.LM > jc.LL instead of j.LM > jc.MLL to gain less height for j.236M to consistently connect.
- [DR] > j.MLL > jc.LLLS > j.2M > Vanish ...
- Raw SD > j.ML > jc.LL2H > delay j.2M > Vanish ...
Various j.2M extensions.
- ... > Vanish ▷ dash 2M > delay 6H > 236M[6]
- ... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.MLL > jc.LLLS > j.236M
Vanish confirms for sliding knockdown.
- ... > Vanish ▷ dash 2M > 5M > jc.LM > j.214L, airdash j.X
Vanish confirm if you've already used Down Smash, gives soft knockdown safejump.
Corner Combos
Meterless
- 2H > SD > j.MLL > jc.MLL2H > j.236M
j.2H > j.236M ender works at any (practical) height but only with short combos.
- 2M > SD > airdash j.M2H ▷ [DR]
Solo snapback.
- 2M > 5M > jc.M2H, j.S > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M
Corner loop. With scaled starters, just end it one loop early.
- 2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M
Corner rejump. Higher damage.
- 214M(3), dash 2M > delay 6H > 5H > SD > jc.ML > jc.LLS > j.214L (whiff), j.LLS > j.236M
Back-to-corner example. Have to delay 6H or else it'll whiff on some characters.
Metered
- 2H > SD > j.MLL > jc.MLL > j.214L(2) > Vanish > j.214L (whiff), j.LLL
Back-to-corner from 2H.
- 2M > 5M > jc.M > jc.MS > SD > j.L > delay j.MS > j.214L (whiff), j.L2H ▷ 5L > jc.LLS > SD > j.ML > jc.LMH > j.236H
Air loops ending with j.236H. Does almost as much damage as rejump.
Assist Extensions
- 5M > 2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LL > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M + A1 ▷ 5LLL > 214M(3) > Vanish ▷ [DR] + A2 > 214S > Super
2 assists bar dump from corner loop.
Sparking
- 214M(3) > Spark (whiff), dash 2M > 6H > 5H > {2S(2) > airdash j.M ▷ 5H}x2 > 5[S](5) > 214M(2) > Vanish ▷ [DR] > 236S > Super
Back-to-corner 2S Sparking loop.
- 214M(3) > Spark (whiff), dash 2M > 6H > 5H > jc.M2H > jc.2H > j.236M + A1 ▷ 6H > 5H > jc.MS > airdash j.S > SD > j.LLL + A2 ▷ [DR] + A1 > 214S > Super
Back-to-corner, almost 3 meter positive TOD. A1 is an assist that doesn't launch the opponent too high up, A2 has to have a lot of hitstun and keeps them in place.
Miscellaneous
- More corner loop variations
2M > 5M > jc.ML > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.214L (whiff), j.LLS > j.236M
Original loop without Smash. Low damage.
2M > SD > airdash j.M2H ▷ delay 5M > jc.M > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M
Loop with close to the ground j.2H.
2M > 5M > jc.M2H, jump j.MS > delay SD > j.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M
Meterless air route optimizing for damage. Less meter gain while being slightly harder than j.M2H, j.S > SD route.
5H > SD > j.4LL > j.M > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M
5H route without rejump. Still does more damage than any meterless air route.
5H > 2S(3) > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M
Almost identical to rejump both in damage and meter gain, but 2S(3) > SD is essentially as difficult as rejump if not harder due to not being bufferable.