dashing 2K > S(c) > 6P > S(c) > 2D: a useful combo / blockstring to know, since it leads into knockdown. The string can be broken intentionally at various places, for example after c.S, since c.S gives +2 on block and you can continue your pressure at this point. The 2D at the end can be cancelled into 236P, 22P, 22K or 22HS in case the whole string has been blocked, which will enable you to continue your pressure.
2d Resshou > 5p 5p jump jp jp jk2 jk2 jd:Some corner carry and knockdown. Not very versatile because it requires close range for most chars.
AA 6p > cs > jump jp jp jk2 jd: For when you want a KD from your anti air.
c.s. > f.s. > 5h > alpha blade > alpha plus
f.s. > 5h > IAD JD
dashing 2K > c.S > 2D > 236S > link 5P (jump install) > 2HS > 22S > link j.K,S, dj.S, tj.S HS > beta blade: an example combo after a very close 2D > 236S that uses jump install - push UP during the 5P, then immediately DOWN for the 2HS before chipp jumps, this way you will be able to jump after the 22S teleport. On lightweights or smaller characters, may require that you omit one or both hits of JHS, unless you space your jump cancels perfectly. JI combos vs Potemkin generally require that you add in a j.P before the j.K.
Close to corner dashing 2K > c.S > 6P > 2D > 236S > 623HS > link j.D,j.236P > (ender of choice, either wallcling > dashdown, no wallcling, or wallcling > uncling > (j.HS) air alpha blade): a good corner combo you should know. This leads into wall cling okizeme, or, if you take uncling alpha ender, gives a similarly potent but more technical left right high low mixup using H teleport. 623HS > j.D and j.D > alpha will only combo if the hit counter doesn't go higher than 7 or 8, so try to keep the number of hits before these break points as low as possible.
dashing S(f) > HS > 236S > 236S > Roman Cancel > dash up > S(c) > 6P > S(c) > 6P > 2D: an easy way to corner carry and extend an S(f) hit, which you will get a lot during ground zoning, into knockdown for 50 % tension.
Gamma Blade, dash up, S > HS > j.P,P,K(2),D: example for an easy knockdown combo. The trick is to get your opponent in relation to yourself to a height where both hits of j.K will hit him. If this combo whiffs for whatever reason, adjust the number of j.P hits. Against Faust, connecting S(c) > HS after gamma is impossible, use S(c) > S(f) instead.
Gamma Blade > s(far or 2s) > HS > IAD > (jp or jk(2) or jk(2) jp, choice dependent on character hitbox and spacing) > jd: If you can use air string jk(2) jp jd, gives significant frame advantage on KD and allows enough time to do Invis Buff (214K) > meaty dash in 2k OR Invis > meaty Gamma Blade.
TK Alpha Blade > link c.s. > JI > 2H > jk(1) JS jump JS jump JS JH > Beta Blade: If the enemy is allowed to fall low enough, you can even do c.s. 5h -> IAD JD instead.
Dust > hold 9, j.D,D,D,S, release 9, dj.S, tj.S,HS(2), beta blade: example dust combo.
Dust > 6 > 2h 2h 2h 6h > tiger knee alpha blade: Good corner carry and knockdown.
2H > 22s > jk(2) > JD > beta blade:Useful for when you get a raw 2h hit but don't expect it to CH.
2D > Resshou > Shinkirou > link JD > alpha blade > ender of choice (either wallcling > dashdown, no wallcling > jump > cling, or wallcling > uncling > (j.HS, if you have enough hits remaining) > air alpha blade): Your most basic corner combo that gives good corner okizeme. Vs. all middle and heavyweights except Zato and Leo, you can add in a j.k(1) right before the j.d granted you have enough time left in your combo to finish it. Doing so will grant more frame advantage than not doing it if you take alpha > cling > dashdown > 22HS cling ender to set up oki and a slight damage increase. For the most damage potential and still retaining strong corner okizeme that utilizes teleports rather than wallcling, you can use the uncling JHS alpha ender.
(A distance from the corner) 2D Resshou Shinkirou > jk1 JUMP JD > alpha > cling > dash down > quickly, as you are dashing down, add TK alpha: An advanced combo, useful for salvaging a corner knockdown when you are a certain distance from the corner. Alternatively, you can just end with wall alpha, which is a very stable combo, but you lose the corner.
Gamma Blade (YRC or close range) -> 6h > 5h > IAD (or just jump if you're close enough) JD > alpha > ender of choice: If the combo is initiated from longer range, you will have to dash in and use cs. 5h instead.
(From the outside of the corner) JHS(2) > c.s. > 2d > Resshou > Shinkirou > j.d > alpha: With this combo, there is no flexibility in enders as this combo is already 8 hits long. As such, you have to take no cling-> jump cling corner oki vs all but the characters with very slow wakeup timings, if you want a meaty oki.
(From the inside of the corner) JHS(2) > c.s. > JI > 2h > 22HS > jk JS jump JH > alpha > cling > wall alpha > ender of choice:(Bankai Messai, dash in cs 5h > IAd jp jd, 214K > Oki with significant frame advantage, dash in c.s. JI 2h 22HS > jp jk1 jk1 JUMP jp jp jk2 jp jk1 jk1 JUMP jp jk js Ryu Yanagi > OTG Gamma > dash in 2p 5p 5p 5p 5p 5p). Your most damaging airstring prior to the air alpha is jk JS JS JS. It is possible on all characters except super heavyweights but requires very specific spacing of jumps on lightweights. For heavyweights, use jp jk js jh. On the long multihit ender (for guts busting low hp opponents), the exact string you use is somewhat variable and requires a good understanding of your opponent's hitbox and height. jk is jump cancellable; the second hit of the attack drags the opponent a bit lower in the air; jp is not jump cancellable but allows you to combo while maintaining jump momentum.
(From outside of corner) Genrouzan > cling > dash down > c.s. JI 2H 22S OR 22HS > air string (jk > JS JS JD giving the most damage, but being the least stable on some characters) alpha > wall alpha: Followup with ender of your choice.
Genrouzan > cling > dash down > delay cs 5h > IAD or JUMP > JD > alpha > ender of choice (same choice enders as 2D starter): Genrouzan combo that retains corner okizeme. If done correctly will give a knockdown with the air alpha blade, no specific ender required.
Dust > 6 > 2h 2h 2h cs > INVIS > (link 2d OR microdash cs 5h TK Alpha Blade): Both setup corner okizeme. With the tk alpha ender, you can land on either side of the opponent depending on spacing and timing. With the 2D ender, you can immediately cancel into Genrouzan > wallcling for unique okizeme setups against everyone but the largest few characters (whose bodies prevent you from reaching the wall).
CH 2H OR CH JD OR Gamma Blade OR air CH 6P> 6h > jump cancel > cancel jump startup into blitz attack > (repeat for as may repetitions as desired) > 6h > TK alpha: The input is interpreted as 6h > 8~5[SHS] > release fastest blitz attack.
2D Resshou > 5p OR cs > 2h > 22S > JD > alpha > wall alpha > 5h > IAD jp jd: Very occasionally useful for weird adlib confirms, but not a combo you would desire.