Launchers that require unique combos go straight to § Staples.
Regular launch (e.g. df+2)
d/b+1+2,1 UPDRAFT2,2 T! b+2F PHS2,2
Staples
Staple combos are juggles that:
Can be done consistently by a skilled player
Either work on all body sizes, or the characters it does work on are comprehensively listed
Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
Clive's Updraft stance (GAR) has a delayed input version of each move which increase damage. These versions of the moves deal about 1-2 more damage in combos due to scaling, and considerably increase the difficulty of execution. They will not be noted as separate combos here, but you can choose to use them for style points.
↑ 1.01.1Zantetsuken combo. Damage listed is the damage at ZTK level 2 and 5 respectively. Do not use at lower than 2 bars.
↑Wallcarry combo. Using PHX1 as an ender does 1 extra damage and still travels more than the wall-to-wall length of many stages. PHX1+2 can be used as an ender, and will launch for a wallbreak, but requires a longer dash and more precise timing. PHX2+2 can be used as an ender for identical damage and +0.72 ZTK meter, if you're going right into the middle of an absolutely massive stage and the sideswitch doesn't matter - optimal way to build ZTK off of f+3 if you have the space.
↑Should be your BnB for f+3 unless you have the space to do the meter version of the wallcarry combo. It does respectable damage and more importantly builds 0.72 Zantetsuken meter.
↑Should be your BnB for df+2. It does respectable damage and more importantly builds 0.72 Zantetsuken meter.
↑Should be your BnB for wr2. It does respectable damage and more importantly builds 0.72 Zantetsuken meter.