http://youtube.com/watch?v=jQMQgJlInGocombo vidya!
(all damage values tested on Aoko)
BNBs01.2aa bnb 4058dmg
2aa5c2c5bb 2a(whiff) jcjb sdjajbjcNot much to explain here. Good damage. Easy hitconfirm.
02.5c punisher 4975dmg
5c2b(2hit)2c5bb 5a(whiff) sjbjc sdjajbjc ATGreat for punishing laggy moves. Big damage. Midcombo superjumps are HAWT.
03.j[c] bnb 4265dmg
j[c] 2c5bb jcjb sdjajbjc ATNot a great move overall, but good to mixup with in the corner now and then. Use this if you manage to land it.
04.max range 2c 3135dmg
2c5c jb(1hit)jc sdjb(1hit)jcja AT Good to use if they're out of range of 5bb.
05.max range 2c with EX 2764dmg
2c 236a 623cAnother alternative. Less damage but gives better oki to work with.
214c combos
06.214c out of corner. 2658dmg
214c 236a..Useful for following up bunker cancels. You can even followup 236a with 623c for an extra 200(whoop) damage if you really
want to burn some meter. Won't give knockdown tho.
07.236b 214c midscreen. 3982dmg
236b 214c 5a(whiff) sjajb djbjc ATclose enough to the opposite corner, you can sometimes SJ and chase with j.a/j.b for a valid combo.
08.236b 214c midscreen. 4245dmg
236b 214c 5b jb(1hit)jc sdjbjcja ATAt certain distances and certain characthers its possible to followup a midscreen 214c with 5b and aircombo. Note the 236b 214c string shown here will only work on aoko.
09.236b 214c corner. 4391dmg
236b 214c jumpcancel late jC land jbjc sdjajbjc ATSlightly more damaging than simply following up with 5b.
CH Combos10.shield ja 2990dmg*
jdja ch land 2c5c5b jbjc sdjajbjc ATNote: Damage values were being weird and inconsistant while testing this one.
11.jc CH 4590dmg
jc CH land 2b(1hit)5b jajbjc sdjaajbjc ATYou can use the same combo to followup j.a CHs.
12.236a CH 5310dmg
236a CH 5c 5b jbjc sdjaajbjc AT Big damage if you're lucky enough to land it. 100% proration on 236a so follow up with 5c whenever possible.
13.CH2 combo 5626dmg
5c CH iad jc 5c2c5bb 2a(whiff) jcjb sdjajbjc ATUseful for punishing certain whiffed/blocked EX's (ciel 236c). Where you don't have to time to setup a jump-in. Note: there are more damaging variations of this combo. The basic idea is just 5c CH into iad j.c and work from there.
14.623a trade CH 4265dmg
623a trade CH 2c5bb jcjb sdjajbjc ATShiki gets big damage off trading counterhits on his shoryus.
15.Last Arc + followup 5765dmg
LA 5c5b jbjc sdjajbjc AT lols.
5bb strings16.5b{b} overhead 2148a
5b{b} 214a(whiff) 5aa5b jbjc sdjajbjc
214a recovers fast enough to combo after a succesful 5b{b} launcher. Note: You have to omit a 5a for certain characthers and certain midscreen distances.
17.5bb 2148a double otg
214a dash 5aa2b5b5c2c2aa dash 5aa2b5c2c5aFake overhead with a partial charge then hit them with 214 low sweep.Theres two points where they can attempt to ground tech. Be sure to cover them if you expect it.
18.5bb 2148a launch
5bb jc djbjcShould they attempt to jumpout of your 5bb, 2148a will give you a jump cancel instead of slide kick. Giving you plenty of time to hit confirm into a quick air string.