Combos
Majority of combos are fairly similar after the first few hits. If you're really looking to optimize damage, you can use KNK cancels to replace WS 3 filler. Tutorial by Prince Fatalis on KNK cancels here: https://www.youtube.com/watch?v=vvw3052--xU Full, community driven combo list here: https://docs.google.com/spreadsheets/d/1VOJg4WTd1b4Koi2y31M5ztX1NOpx5ZHYQ6U754hhJbo/edit#gid=1137256229
d/f+2
f2, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
u or u/f + 4
4, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
d/b+3
f3, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
CH d+1
d/f+1, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
CH KNK 2
b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
CH u or u/f 3+4
4, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
Wall Combos
- b+1,4, KNK+3,4 - Balance between damage and Oki.
- b+1,4, KNK+1+2, d+3+4 - Tech trap. If the opponent doesn't tech roll away from you and the wall after KNK+1+2, you get a stomp with 70% scaling.
- FC d/f+2, WS 1,4,1. Much more damage for a wall combo, but terrible Oki(Best if you end in KNK right before the opponent hits the wall, then use the d/f dash input to start with d/f pressed down).
After landing a wall combo, additional pressure can be given with:
- FC d/f+3 & WS 2 mixups
- d/f 3 to catch wake up ducking