the ID combo i use is j8d> j8d> turbofall, and that seems to do the most damage (but wont work on anji).
anyway, comboing off a throw adds some damage, while moving the opponent and pushing up the tension.
the dash> 2p> 5p> 5p> HJC> jk… works for pretty much anyone. It’s easier to land than any other option.
The more damaging one is to dash> s(f)> 2h, as that will get you 30 more damage most times (the difference between 90 dmg, and 120 damage). It’s easiest on zappa.
If you use a relaunch, you can get it up to 135, just depends on your positioning.
anyway, pot, eddie, and faust all fall for the 2h after the grab. You can IAD afterwards to combo into a relaunch, and it will do the same amount of damage as a B&B combo would off a 2k (i think).
remember also that comboing off a throw can lead to secret garden trap, which can’t actually be done off JUST the throw, so there’s another good thing.
the rundown on the relaunch:
first thing first- i do believe these are the funnest combos in the game to do.
heres one easy double relaunch from midscreen with a secret garden setup ender to practice relaunching; this version works on dizzy:
6p> 2h> HJC> js> jp> js> jh(3hits)> LAND> s©> 2h> HJC> js> jp> js> jh(2hits)> LAND> s(f)> 2h> IAD> js> jh(1hit)> 214s> LAND> 6h> 214h
In truth though, you will be landing most of your combos off the okiseme setups. There are 2 different aircombos that each have 1 other alternative…
one is js> jp> js, which positions you at the same height as jk> jp> jk> js
the other is js> jp> jp, which does is the same height-wise as jk> js> jp.
When you 2h from the ground, you use the former for the most part, and the latter if you nail them with a 2h while they are in air (for the most part). But this has more to do with weight, and certain characters will need one or the other. Sometimes, if both connect, then connecting with one still might be more useful than the other (either positions right for a relaunch, or ensures knockdown).
How does this affect traps? Well, the hs disc puts them in air, so you have to adjust your combos likewise. Eventually, being able to calculate which combo is needed in any given situation is the goal.
IAD loop on light characters:
5k> s©> 2h> IAD> jh(3hits)> LAND> repeat
IAD loop on heavy characters:
s©> 2h> IAD> js> jh(1-2hits)> LAND> repeat
strangely, mid weights (and characters that pop up a bunch without actually being too light) are very hard to loop consistently in this manner. Chipp hitbox hits the ground before he does, just fyi.
the common traps:
236h> 2FRC> 2k(connect)> 2s> 2h…
236h> 6FRC> 6k(connect)> DASH> (s©>) 2h…
236h> 2FRC> 2s(connect)> DASH> (s©>) 2h…
236h> 214psh(connect1)> FRC> jk(connect2)> LAND> DASH> (s©>) 2h…
236h> 2FRC> 2369p(connect)> LAND> DASH> (s©>) 2h…
236h(connect)> 9FRC> 6IAD> 236k> LAND(cross up)> (DASH>) (s©>) 2h…
236h> 4FRC> 4backdash> 2s(connect)> DASH> (s©>) 2h…
I call these “first generation traps”, because they show what should happen if the first mixup connects.
I’ll talk about second and third later…