(37 intermediate revisions by the same user not shown)
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|-
|-
| 3C || 60 || Can be used as an anti air to link into 214C, 63214BD and 623D, or as a grounded hit to link into 214A/AC, 236A/AC and 63214BD (also 63214B if close enough).
| 3C || 60 || Can be used as an anti air to link into 214C, 63214BD and 623D, or as a grounded hit to link into 214A/AC, 236A/AC and 63214BD (also 63214B if close enough).
|-
| j.CD (counter) || 112 || Great air move that opens up combos on counter.
|-
| CD (counter) || 112 || Creates different combos depending on if its used an anti air or not.
|-
| 214A (counter) || 150 || His most dangerous starter, requires a counter hit but it pays off big time as it acts like a better 214AC.
|-
| 214C (counter) || 175 || Does the exact same thing as 214A (counter) but with extra damage and a faster recovery speed.
|}
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)
==Combos==
==Combos==
Please note, any combo that starts with 2A 3C can also be started with cl.5B 3C, 2B 2A 3C (when close enough), or j.C cl.C 3C.
===Rush Auto Combo===
===Rush Auto Combo===
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|-
|-
| 5C > 3C > 63214B , 214P || 205 || 100 || 0 || .25 || Anywhere || Cancel after first hit of 5C, can be done without the followup for a setup.
| 5C > 3C > 63214B , 214P || 205 || 100 || 0 || .25 || Anywhere || Cancel after first hit of 5C, can be done without the followup for a setup.
|-
| AA.3C > 623D || 210 || 60 || 0 || .30 || Anywhere || Simple anti air.
|}
|}
===EX===
===.5 Bar===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
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|-
|-
| j.A > j.214AC || 197|| 30 || .5 || .05 || Anywhere || Light confirm into j.214AC, HKD on hit, death sentence on block.
| j.A > j.214AC || 197|| 30 || .5 || .05 || Anywhere || Light confirm into j.214AC, HKD on hit, death sentence on block.
|-
| AA.3C > 63214BD > 214P || 237 || 60 || .5 || .05 || Anywhere || Anti air to the wall.
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2A > 2A > 2B > 236236B || || || 1 || || Anywhere || Super confirm from fairly far out, the cancel has to be done very fast
| '''Light Starter''' > 214AC > 66 > 3C > 63214BD > 214P || 372 || 150 || 1 || .15 || Anywhere || BNB with an ender that leads into the corner.
|-
| '''Light Starter''' > 214AC > 66 > 3C > 623BD || 377 || 150 || 1 || .15 || Anywhere || Beefier ender but you need faster execution to get the extra damage.
|-
| '''Light Starter''' > 214AC > 3C > 214C > 623BD || 472 || 270 || 1 || .35 || Corner || Tricky execution, wont work if the combo is started outside of the corner.
|-
| '''Light Starter''' > 214AC > 66 > 3C > 236C > 63214BD || 452 || 150 || 1 || .3 || Near Corner/Corner || Can TECHNICALLY be done anywhere, but the timing gets near impossible.
| 2B > 2A > 2A > 236A > 236236A || 321 || 135 || 1 || .2 || Anywhere || Not as simple super confirm.
|-
| '''Heavy Starter''' > 214AC > 66 > 3C > 63214BD > 214P || 427 || 190 || 1 || .2 || Anywhere || Same as light variant but more damage, stun and a bit more meter gain.
|-
| '''Heavy Starter''' > 214AC > 66 > 3C > 623BD || 432 || 190 || 1 || .2 || Anywhere || Same as light variant but more damage, stun and a bit more meter gain.
|-
| '''Heavy Starter''' > 214AC > 3C > 214C > 623BD || 527 || 310 || 1 || .4 || Corner || Same as light variant but more damage, stun and a bit more meter gain.
|-
| '''Heavy Starter''' > 214AC > 66 > 3C > 236C > 63214BD || 507 || 190 || 1 || .35 || Near Corner/Corner || Same as light variant but more damage, stun and a bit more meter gain.
|-
| '''Heavy Starter''' > 214A > 236236A || 432 || 210 || 1 || .3 || Anywhere || Same as light variant but more damage, stun and a bit more meter gain.
|-
| 2C > 214A > 236236B || 358 || 150 || 1 || .2 || Anywhere || Uses later super as 236236A wont connect.
| AA.3C > 214C > 236236B || 367 || 180 || 1 || .25 || Anywhere || Anti Air with beam.
|-
| '''Light Starter''' > 214AC > 66 > 3C > 214C > 236236A || 484 || 270 || 1.5 || .35 || Anywhere || BNB with a super ender, requires a fast 66 to get the 236236A to connect, if you aren't close enough you can use 236238B for less damage, also less plus than 236236A. NOTE THAT 236236A CANCELS ANY JUGGLING AFTER THIS COMBO, NO 236236BD, NO CLIMAX, NO THING.
|-
|-
| 2A > 3C > 214A > 236236A || || || 1 || || Anywhere || Basic super confirm, usually not worth using over the ex vapor cannon combos but has its place if you confirmed badly and already did vapor cannon.
| 2A > 3C > 214AC, 66 3C, 624BD || || || 1 || || midscreen || Instant corner carry and decent damage. Not much more damage than the 3C 214C ender though, so consider whether the corner carry is important or not.
| '''Heavy Starter''' > 214AC > 66 > 3C > 214C > 236236A || 549 || 310 || 1.5 || .4 || Anywhere || Same as light variant but more damage, stun and a bit more meter gain.
|-
|-
| 2A > 3C > 214AC, dl.3C > dl.236C, 624BD || || || 1 || || Corner || Tricky timing to get down, but gives good damage and a good knockdown unlike the 623K ender.
| '''Heavy Starter''' > 214AC > 3C > 236C > 236A > 236236A || 593 || 370 || 1.5 || .51 || Corner || Same as light variant but more damage, stun and a bit more meter gain.
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2A > 3C > 214AC, 66 3C > 214C >236236A || || || 1.5 || || Anywhere || Very good damage, in the corner omit the microdash before 3C and just delay it slightly. If you are unsure about timing/spacing you can always cancel into beam super instead for slightly less damage.
| 2B > 2A > 2A > 236A > 236236AC || 449 || 135 || 2 || .2 || Anywhere || Off of low lights, way more strict on the inputs.
|-
| '''Heavy Starter''' > 214A > 236236AC || 568 || 210 || 2 || .3 || Anywhere || Same as light variant but more damage, stun and a bit more meter gain.
|-
| 2C > 214A > 236236bd || 526 || 150 || 2 || .2 || Anywhere || Unlike the 1 Bar super, this one hits no matter what.
|-
| AA.3C > 214C > 236236BD || 500 || 180 || 2 || .25 || Anywhere || Anti Air beam, extra large
|-
| '''Light Starter''' > 214AC > 66 > 3C > 214C > 236236BD || 569 || 270 || 2.5 || .35 || Anywhere || BNB with a more damaging super, but far less plus than 236236A, but also easier to hit.
|-
|-
| 3C > quick max > 214C > 236236A || || || 2 || || Anti Air || Anti air combo off of 3C, probably your best way of getting decent damage off of it as an anti air option. Also possible off of 5A counterhit 3C.
| '''Light Starter''' > 214AC > 3C > 236C > 236A > 236236AC || 642 || 330 || 2.5 || .46 || Corner || Maxima damage at its finest. However it can whiff randomly...Good luck.
|-
| '''Heavy Starter''' > 214AC > 66 > 3C > 214C > 236236BD || 624 || 310 || 2.5 || .40 || Anywhere || Same as light variant but more damage, stun and a bit more meter gain.
|-
| '''Heavy Starter''' > 214AC > 3C > 236C > 236A > 236236AC || 697 || 370 || 2.5 || .51 || Corner || Same as light variant but more damage, stun and a bit more meter gain.
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2A > 3C > quick max, cl.C (1) > 3C > 214A > 236236A > climax || || || 3 || || Anywhere || Basic quick max into level 1 -> level 3, does tons of damage. You can do two hits of cl.C however it will not work on 2nd position Maxima, and it may have too much pushback.
| '''Light Starter''' > BC > cl.5D > 3C > 214A > 236236A > CLIMAX || 718 || 300 || 3 || .1 || Anywhere || Basic Quick Max combo, nothing special, just make sure to not rush the cl.5D.
| '''Heavy Starter''' > BC > cl.5D > 3C > 214A > 236236A > CLIMAX || 773 || 340 || 3 || .15 || Anywhere || Same as light variant but more damage, stun and a bit more meter gain.
|-
|-
| 3C > quick max > 214C > 236236A > climax || || || 3 || || Anti Air || Anti Air confirm into level 1 -> level 3, make them think twice for jumping in at you. Obviously doesn't work for point maxima.
| AA.3C > BC > 214C > 236236A > CLIMAX || 700 || 180 || 3 || .10 || Anywhere || Anti Air massacre.
|-
| '''Light Starter''' > 214AC > 66 > 3C > BC > 214C > 236236A > CLIMAX || 753 || 270 || 3.5 || .15 || Anywhere || BNB with a Quick Max in the middle, works with 1250 and 1500 Max Gauge (Mid and Anchor).
|-
| '''Light Starter''' > 214AC > 3C > BC > 236C > 236A > 236236A > CLIMAX || 784 || 330 || 3.5 || .15 || Corner || Charge loops showing off its lack of scaling, the Quick Max should make the timing of 236C much easier. Works with 1500 Max Gauge (Anchor) only
|-
| '''Heavy Starter''' > > 214AC > 66 > 3C > BC > 214C > 236236A > CLIMAX || 808 || 310 || 3.5 || .20 || Anywhere || Same as light variant but more damage, stun and a bit more meter gain.
|-
| '''Heavy Starter''' > 214AC > 3C > BC > 236C > 236A > 236236A > CLIMAX || 839 || 370 || 3.5 || .20 || Corner || Same as light variant but more damage, stun and a bit more meter gain.
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2A > 3C > 214AC, 66 3C > quick max > 214C > 236236A > climax || || || 3.5 || || Anywhere || Big damage, doesn't do too much less than the below combo and saves you a half a bar so consider using this instead
| '''Light Starter''' > BC > cl.5D > 3C > 214A > 236236AC > CLIMAX || 822 || 300 || 4 || .1 || Anywhere || Basic Quick Max combo, but more painful.
| '''Heavy Starter''' > BC > cl.5D > 3C > 214A > 236236AC > CLIMAX || 877 || 340 || 4 || .15 || Anywhere || Same as light variant but more damage, stun and a bit more meter gain.
|-
| AA.3C > BC > 214C > 236236AC > CLIMAX || 828 || 180 || 4 || .10 || Anywhere || Anti Air slaughter.
|-
| '''Light Starter''' > 214AC > 66 > 3C > BC > 214C > 236236AC > CLIMAX || 849 || 270 || 4.5 || .15 || Anywhere || BNB with a Quick Max in the middle, made to shatter bones, works with 1250 and 1500 Max Gauge (Mid and Anchor).
|-
| '''Light Starter''' > 214AC > 3C > BC > 236C > 236A > 236236AC > CLIMAX || 872 || 330 || 4.5 || .15 || Corner || Omae wa mou, shindeiru. Works with 1500 Max Gauge (Anchor) only.
|-
| '''Heavy Starter''' > 214AC > 66 > 3C > BC > 214C > 236236AC > CLIMAX || 904 || 310 || 4.5 || .20 || Anywhere || Same as light variant but more damage, stun and a bit more meter gain.
|-
| '''Heavy Starter''' > 214AC > 3C > BC > 236C > 236A > 236236AC > CLIMAX || 927 || 370 || 4.5 || .20 || Corner || Same as light variant but more damage, stun and a bit more meter gain.
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2A > 3C > 214AC, 66 3C > Quick Max > 214C > 236236AC > climax || || || 4.5 || || Anywhere || For when you feel like blowing almost your full load. Can do about 90% when done off of a jumpin.
| '''Heavy Starter''' > 214A > 236236AC > CLIMAX || 939 || 210 || 5 || .3 || Anywhere || Same as light variant but more damage, stun and a bit more meter gain.
|-
| AA.3C > 214C > 236236AC > CLIMAX || 932 || 180 || 5 || .25 || Anywhere || Anti Air murder, requires the opponent to be a bit lower to the ground.
|-
| AA.3C > 236A > 236236AC > CLIMAX || 894 || 120 || 5 || .20 || Anywhere || Works on higher heights, must do the 236A AFTER the 3C recovery frames.
|}
===Blue Max===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
| BC > '''Light Starter''' > 214AC > 66 > 3C > 214C > 236236B > CLIMAX || 818 || 270 || 3 || .35 || Anywhere || BNB, use it after blocking heavy DPs.
|-
| BC > '''Light Starter''' > 214AC > 3C > 236C > 236A > 236236A > CLIMAX || 909 || 330 || 3 || .46 || Corner || Even scarier in the corner.
|-
| BC > '''Heavy Starter''' > 214AC > 66 > 3C > 214C > 236236B > CLIMAX || 887 || 310 || 3 || .40 || Anywhere || Same as light variant but more damage, stun and a bit more meter gain.
|-
| BC > '''Heavy Starter''' > 214AC > 3C > 236C > 236A > 236236A > CLIMAX || 978 || 370 || 3 || .51 || Corner || Same as light variant but more damage, stun and a bit more meter gain.
| BC > '''Heavy Starter''' > 214A > 236236A > 236236BD > CLIMAX || 1055 || 210 || 4 || .25 || Anywhere || Same as light variant but more damage, stun and a bit more meter gain.
|-
| BC > '''Heavy Starter''' > 214AC > 3C > 236C > 236A > 236236A > CLIMAX || 1082 || 370 || 4 || .51 || Corner || Same as light variant but more damage, stun and a bit more meter gain.
|}
===Other Starters===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
| CD > 3C > 214C > 236236A || 355 || 280 || 1 || .40 || Anywhere || Maxima's most reliable 1 bar Blowback combo, requires canceling CD into 236C on hit outside of the corner.
| 236CD > 3C > BC > 214C > 236236A > CLIMAX || 775 || 180 || 3.5 || .05 || Anywhere || Quick Max combo off of a raw Shatter Strike.
|-
| 236CD > 3C > BC > 214C > 236236AC > CLIMAX || 903 || 180 || 4.5 || .05 || Anywhere || Same as above but with an extra bar
|-
| j.CD (counter) > 63214BD > 214P || 289 || 80 || .5 || .1 || Anywhere || Works in an air to air situation as well, send you to the corner.
|-
| j.CD (counter) > 214A > 236236B || 400 || 180 || 1 || .25 || Anywhere || You need to be close enough to hit the 214A but if you're too far away, 236236B will connect on its own.
|-
| j.CD (counter) > 3C > BC > 214C > 236236AC > CLIMAX || 888 || 280 || 4 || .15 || Anywhere || You need to be REALLY close to hit the 3C, and only 236236AC will connect, not 236236A (however 236236B will still connect).
| CD (counter) > 214A || 196 || 180 || 0 || .25 || Anywhere || You have to do the 214A after the CD.
|-
| AA.CD (counter) > 236A(X) > 3C > 214C || 245 || 280 || 0 || .35 || Anywhere || The height of the opponent doesn't matter, only that it's an anti air.
| 214A (counter) > 66 > 3C > BC > 214C > 236236AC > CLIMAX || 806 || 280 || 4 || .2 || Anywhere || You can see where this is going.
|-
| 214A (counter) > 214A > 236236AC > CLIMAX || 1003 || 160 || 5 || .34 || Anywhere || ToD, be careful next time you see a Vapor Cannon.
|-
| 214C (counter) > 3C > 236C > 236A > 236236AC > CLIMAX || 1074 || 300 || 5 || .6 || Corner || His most damaging combo, will kill with 214A (counter) too.
|}
|}
==External Links==
==External Links==
{{#ev:youtube|0BL_1uTReig|||'''Maxima Combos by Meno'''|frame}}
{{#ev:youtube|pQk6cICCzio|||'''Maxima Combos by Kakuge'''|frame}} {{#ev:youtube|_TumLokuOw0|||'''Maxima Combos by Persona'''|frame}} {{#ev:youtube|VEYy7SJJ2b0|||'''Maxima Combo and Starters by Faizer'''|frame}}
Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
P & K
P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
Light Starters
Combo
Damage
Notes
2A/5A/f.5A > 3C
82
Standard light into 3C, leads into 214A/214AC/236A/236AC.
cl.5B > 3C
87
Standing low light confirm.
2B > 2A > 3C
92
Standard low light confirm.
j.B/j.A > cl.5B > 3C
127
Light jump in into a low standing light into 3C, leads to the same stuff as other starters.
Heavy Starters
Combo
Damage
Notes
cl.5D > 3C
137
Highest damage ground starter.
j.C > cl.5D > 3C
200
Highest damage jump in starter.
j.C > cl.5C > 3C
162/200
Most reliable jump in, make sure to do 3C after the first hit of cl.5C when not a crossup, otherwise it will whiff.
2C
70
Poke that links into 3C when close and 214A/AC and 236A/AC, add armor to the mix and this is one mighty starter
Other Starters
Combo
Damage
Notes
CD > 3C
132
Can be done in the corner or after using 236C to get close enough anywhere else.
236CD > 3C
135
Standard Shatter Strike starter.
3C
60
Can be used as an anti air to link into 214C, 63214BD and 623D, or as a grounded hit to link into 214A/AC, 236A/AC and 63214BD (also 63214B if close enough).
j.CD (counter)
112
Great air move that opens up combos on counter.
CD (counter)
112
Creates different combos depending on if its used an anti air or not.
214A (counter)
150
His most dangerous starter, requires a counter hit but it pays off big time as it acts like a better 214AC.
214C (counter)
175
Does the exact same thing as 214A (counter) but with extra damage and a faster recovery speed.
Combos
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
172
0
Rush combo ending in a special move (214A), can be linked into supers.
cl.A > A > A > C
257
1
Rush combo ending in a super (236236A).
cl.A > A > A > D
393
2
Rush combo ending in a Max super (236236AC).
cl.A > A > A > A
467
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214A
190
170
0
.25
Anywhere
Basic combo, safe on block but can be punished with guard cancel roll. HKD on hit.
2A > 236A
120
90
0
.10
Anywhere
Basic light confirm if too far away for 3C, unsafe on block and can be too unsafe.
2B > 2A > 2A > 236A
145
135
0
.20
Anywhere
Close low light confirm.
Heavy Starter > 214A
245
210
0
.30
Anywhere
Plus on block and safe to guard cancel roll.
2C > 214A
184
150
0
.20
Anywhere
Poke confirm, 236236A will whiff at far ranges.
5C > 3C > 63214B , 214P
205
100
0
.25
Anywhere
Cancel after first hit of 5C, can be done without the followup for a setup.
AA.3C > 623D
210
60
0
.30
Anywhere
Simple anti air.
.5 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214AC > 66 > 3C > 214C
340
270
.5
.35
Anywhere
His most reliable BNB, leads into HKD.
Light Starter > 214AC > 66 > 3C > 623D
355
150
.5
.40
Anywhere
Alternate ender, does more damage but not as plus as 214C
Light Starter > 214AC > 3C > 236C > 623D
437
210
.5
.55
Corner
Corner only juggle, requires timing between 3C > 236C however you can either delay the 3C or delay the 236C afterwards to make it easier.
2A > 2A > 2A > 6321BD > 214P
227
90
.5
.10
Anywhere
Confirm that leads straight into the corner.
Heavy Starter > 214AC > 66 > 3C > 214C
395
310
.5
.40
Anywhere
Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 66 > 3C > 623D
410
190
.5
.45
Anywhere
Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 3C > 236C > 623D
492
250
.5
.60
Corner
Same as light variant but more damage, stun and a bit more meter gain.
j.A > j.214AC
197
30
.5
.05
Anywhere
Light confirm into j.214AC, HKD on hit, death sentence on block.
AA.3C > 63214BD > 214P
237
60
.5
.05
Anywhere
Anti air to the wall.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214AC > 66 > 3C > 63214BD > 214P
372
150
1
.15
Anywhere
BNB with an ender that leads into the corner.
Light Starter > 214AC > 66 > 3C > 623BD
377
150
1
.15
Anywhere
Beefier ender but you need faster execution to get the extra damage.
Light Starter > 214AC > 3C > 214C > 623BD
472
270
1
.35
Corner
Tricky execution, wont work if the combo is started outside of the corner.
Light Starter > 214AC > 66 > 3C > 236C > 63214BD
452
150
1
.3
Near Corner/Corner
Can TECHNICALLY be done anywhere, but the timing gets near impossible.
Light Starter > 214A > 236236A
377
170
1
.25
Anywhere
Simple super confirm.
2B > 2A > 2A > 236A > 236236A
321
135
1
.2
Anywhere
Not as simple super confirm.
Heavy Starter > 214AC > 66 > 3C > 63214BD > 214P
427
190
1
.2
Anywhere
Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 66 > 3C > 623BD
432
190
1
.2
Anywhere
Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 3C > 214C > 623BD
527
310
1
.4
Corner
Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 66 > 3C > 236C > 63214BD
507
190
1
.35
Near Corner/Corner
Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214A > 236236A
432
210
1
.3
Anywhere
Same as light variant but more damage, stun and a bit more meter gain.
2C > 214A > 236236B
358
150
1
.2
Anywhere
Uses later super as 236236A wont connect.
2C > 236A > 236236A
363
130
1
.2
Anywhere
Swaps 214A for 236A so 236236A hits.
AA.3C > 214C > 236236B
367
180
1
.25
Anywhere
Anti Air with beam.
Light Starter > 214AC > 66 > 3C > 214C > 236236A
484
270
1.5
.35
Anywhere
BNB with a super ender, requires a fast 66 to get the 236236A to connect, if you aren't close enough you can use 236238B for less damage, also less plus than 236236A. NOTE THAT 236236A CANCELS ANY JUGGLING AFTER THIS COMBO, NO 236236BD, NO CLIMAX, NO THING.