0 stock
j.X, s.C, f+A, qcb+A or dp+D (standing only)
c.B, c.B, c.A/s.B, qcb+A
c.B, c.B, c.A/s.B, dp+D (standing only)
s.C, qcf+D.D, dp+D, OTG qcf+C or df+C (OTG only possible in the corner)
c.A, s.C (link)
1 stock
j.X, s.D, f+A, qcfx2+A DM
c.B, c.B, c.A/s.B, qcfx2+A DM
s.C, qcf+D.D, run qcfx2+A DM - EDIT: (this did more damage than qcb,hcf+P in the original console version, but it may be the other way round in Tougeki vers.)
s.C, qcf+D.D, dp+D, OTG qcfx2+A DM (only possible in the corner)
2 stock
any combo ending in qcb+A [2 hit] SC to qcfx2+A DM
j.X, s.C, f+A, BC run, s.C, qcb+A [2 hit], qcf+D.D, run up qcb+C [1 or 2 hit] SC to qcb,hcf+C DM (midscreen)
j.X, s.C, f+A, BC run, s.C, qcb+A [2 hit], qcf+D.D, run up qcb+C [1 hit], dp+D, qcfx2+A DM (approaching corner)
j.X, s.C, f+A, BC run, s.C, qcb+A [2 hit], qcf+D.D, backdash, qcb+A [2 hit], qcf.B.B, walk back, qcb+A [2 hit], qcf.B.B, dp+D, qcfx2+A DM (corner)
Can start these from f+B instead for an overhead.
3 stock
midscreen BC combo using SDM instead (supercancel from the second hit of qcb+C, you have the option of holding it to hit them with the flame a little first)
any BC combo... qcf+D.D, qcb,hcf+BD HSDM
j.X, s.C, f+A, qcb,hcf+BD HSDM
c.B, c.B, s.B, df+C, qcb+BC, hcf+BD HSDM (max bypass)
Note that s.D does more damage than s.C but also pushes back further which makes it iffy for certain combos.
You can activate after a qcf+D.D in the corner and loop qcb+A, qcf+B.B multiple times and then finish the combo, but it's ridiculously hard to do so I would say it's not practical.
Misc
- j.A, j.B and j.C can all be used to crossup. j.C only works on standing or large crouchers. j.A is the most consistent.
- qcfx2+C DM will stun the opponent allowing a followup if only the fireball part hits them (hits low). qcfx2+C has invincibility.
- qcb,hcf+BD has complete invincibility until you let it go (can be held by holding BD)
- qcb,hcf+A has lower body invincibility, C version has upper body.