I’m still trying to work in a relaunch with the bnb’s, but I have the info on the other stuff, though.
Standard bnb (Buktooth Loop) without kikoanken nets you 295,400 before the aerial combo. The stomp kick loop gets you 325,300 before the aerial combo.
Standard bnb with kikoanken (Buktooth/Kikoanken Loop) gets you 356,500 before the aerial combo. The stomp kick loop with kikoanken gets you 376,300 before the aerial combo.
Here are the example combos I used:
Buktooth loop:
st :l:, st
, st :h:, cr :h:, j :l:, j
, j
, j :h:, j :s:, land, st :l:, st
, st :h:, cr :h:, :s: = 295,400
Buktooth/Kikoanken loop:
st :l:, st
, st :h:, kikoanken, st :h:, cr :h:, j :l:, j
, j
, j :h:, j :s:, land, st :l:, st
, st :h:, cr :h:, :s: = 356,300
Stomp Kick loop:
st :l:, st
, st :h:, cr :h:, stomp kick, instant air dash, j :h:, land , st
, st :h:, cr :h:, stomp kick, instant air dash, j :h:, land, st
, cr :h:, :s: = 325,300
Stomp Kick/ Kikoanken loop:
st :l:, st
, st :h:, kikoanken, back up a little, f :h:, st :h:, *cr :h:, stomp kick, instant air dash, j :h:, land, st
, st :h:, cr :h:, :s: = 376,300
*If your opponent is too high in the air, the next j h might whiff. To avoid this, delay the stomp kick that comes after this cr h a little bit to allow your opponent time to fall.
I feel as if the Stomp Kick/ Kikoanken loop might be able to be extended due to the fact that the final st h does not whiff like it does in some longer combos, but I haven’t been researching Kikoanken combos.
I’ll also add in meter gain in a later update.
Edit: I found that for the standard stomp kick loop, you can substitute the st
in the second stomp kick rom for a st :h: to get a bit of extra damage. Doing so changes the total damage done by that combo to 332,000. I decided not to change the combo shown in the post because I haven’t tested the stability of this yet.