Since I failed really hard in my last posts, this time I’m going to post actual combos. I believe it is possible to OTG after her jumping QCB+MK, but only with light attacks, definitely not crouching MP like I was saying earlier. I was honestly not being able to see the flash, and I apologise. The combo is still possible, and made easier with QCB+LK.
However, in the corner, it’s better to go for jumping HP and then HK before the OTG. The chains need to be rearranged for this to work. The combo ends up like this, jump-in included:
j.:hp: ADC j.:hp:xx:qcb:+:lk:, land, cr.:lp: cr.:mp: cr.:hp:, SJC, j.:hp: ADC j.:lk: :hp:, land, s.:lp: s.:hk:, SJC, j.:mp: :hp: :hk:, land, cr.:lp:, s.:hk:, SJC, j.:mk:xx:qcb:+:p:, land, :hp:, s.:mp:, s.:hk:, SJC, j.:lp: :mp:xx:qcb:+:mk:xx:qcb:+:2k:
7600 damage with head on. There can be more damage by swithing some special versions, squeezing an extra normal in a chain or maybe a DP+K somewhere, but this is a fairly easy version of this combo. Don’t forget to move the head after the super to position it better.
But now for the fun stuff. Everyone is already finding out the same thing, but still fun.
Instead of the j.:lp: :mp:xx:qcb:+:mk:xx:qcb:+:2k:
It’s possible to do
j.:lp: :mp: :hk: :hp:, land, cr.:mk:xx:qcf:+:lp:, :qcf:+:mp:, :qcf:+:mp:xx:qcf:+:2p:
Playing with the timings on the juggle next to the ground is key. Managing to make the opponent get to stand back on the ground is a plus, but very hard. Otherwise, the super won’t land every hit (I’m sure everyone knows how this looks).
I managed to deal around 8100 damage this way.
Still, this is counting jump ins. The way the damage scaling works really makes me look for that double overhead (is QCB+LK overhead too? That would make it a triple overhead) for shitloads of added damage.
More random info:
With her head on, standing MP is a great poke. Great against characters with armor.
Headless, her qcb+LP or MP crouches under Parasoul’s shots. So does her running animation.