So, there is a combo video out there that shows someone doing:
d1, jump cancel j.d2, j.d1, combo into 3 into stuff. In Training Mode, this combos only if you set the dummy not to block. It still counts as a combo (i.e. attack data combo counter still goes up), but if you set the dummy to Auto Block, he recovers in time from the j.d2. The only way I have found that combo to truly combo (using air d2 into air d1) is if you do it really close to the ground, which I don’t think is possible from a jump cancel of d1.
Just thought I’d mention that as a heads up.
Also, in the corner if you land an opener into n3, you can do u2, u2, double jump j.3, 111. I believe this is 150 ap in the corner, and you don’t have to worry about bouncing your opponent off the wall.
Does anyone else have trouble getting a true link off d2 into n3? I can only land a true link for it maybe 20% of the time.
Just as a general note, I think the way the current OP is laid out needs work. Because a lot of Nariko’s combos are so similar (actually a lot of combos are really similar in this game), I think it’d be easier to separate by combo starters and combo enders rather than listing full combos.
What I mean is, it doesn’t make sense to have four or five different combos ending in 3 > u2 > j.u2 > 3 > 111 because you can lead into that combo in a bunch of different ways (d1, j.d1, d3, j.d3, d2, u3… I might even still be missing some).
Lastly, I saw this combo in a video and it’s super impractical but it’s flashy as hell.
If d1 connects from max distance, you can do u11, jump cancel j.11~u1, land, jump j.3, 111 or f1.