okay after reading the things that people have posted I’ve come up with a few things that work in training (have not tested them online yet but I have tested them against some of my friends and I’ve been paying attention to the game during training and I am not breaking any rules that I am aware of)
1st thing is that Filia has a nasty triple overhead crossover that is easy to combo from, the only problem is that you have to lock the opponent down first and make them afraid to move because it uses an ADF, but with Filia that really isnt that hard to do. It requires a bit of spacing mid screen but in the corner its a lot easier to use. And the nice thing is that the only character that i havent tested it on is double. However I’ve checked her hitboxes and i believe she is too tall for it to work (Unless she is pressing dem buttons ^_^)
deep jump in jMp, jRh, ADF, jHp
Now why jHP you may ask. Well jHP has a nice sized hitbox that hits behind her easier than another jRh. Plus as you all know jHp brings you down to the ground faster. Basically this makes it super easy to continue pressure with this. Combine this with an IADF, jMp, jRh/jHp for another deep double overhead crossover. The jRH is a little harder to combo from due to the floating animation, I dont recommend it. but it is possible. The jHp also makes for a very hard to see high low game so thats my preferred option.
Also to the person who posted the jMp, jMk, ADF, jMp for the restand combo, i would like to personally thank you because you just made a lot of things a ton easier. 1st thing I would like to point out is that to help with the timing of that restand combo, a jLk as fast as possible works consistently and it puts the jMp slightly above the opponent meaning that both hits of the jMk.
The second thing i would like to point out. and by far the most important part is that after the second jMp, you have just enough time to do jRh. Now can anyone guess what this does. It stabilizes the opponent with HUGE hitstun and they are still standing with you DIRECTLY in front of them, no push back at all and no mixup required. it takes a little practice but OMG have I gotten mileage out of it. After that the next portion of the combo is up to you.
This last part is something that I am not sure if it works or not but if it does then I am thinking that its an inescapable reset. I’ve been using Cerebella with her exellbella throw (anti-air throw). and I’ve been wondering if that throw is blockable (if thats the correct term). Reason being is because I’ve found out that if you slighty delay the assist a bit after a launcher, it doesnt combo, and it resets the IPS. you go through a quite bit of initial scaling (next attack does about 35- 40% damage) but you get to set up a launching combo directly from the throw. Those of you who have more experienced players to play against, if you could all test that out and see if it works as well as I can get it to work on my friends, that would be greatly appreciated