Didn’t see these combos listed:
Corner Heat Up:
6B, 6 c.C, 2C 236C, 623C
- Misses some shorties or crouchers
6B, 2A 2B 236C, 623C
or
6B, 2A 2B 236C, A (wiff), 623C
- Works better on shorties.
Likewise off a low:
5B, c.C, 2C, 236C, 623C
or
2B 2A 2B 236C, 623C
or
2B 2A 2B 236C, A (wiff), 623C
Off neutral or a throw (in corner of course):
63214P, 66, c.C [6D], c.C, 623C
63214P, 66, c.C 6D, 6, c.C 236C, 623C
- Possible for many different kinds of resets. Try doing:
- c.C 6D, 6 63214P or
- c.C 6C, 6 c.C [6D]
63214P, 66 c.C, c.C, 2C 236C, 623C
- Slightly more damage but harder to hit.
For the throw combos, you can actually heat up after the throw during your 66. Top combo does slightly more damage than doing 66 c.C 236C 214214P.
As long as you can nail a command throw while still in heat up, you should be able to get a full combo. So for example, you can reset like …
Heat Up, (some attack), 63214P, 66 c.C 6D, 6 63214P, 66 c.C, c.C, 2C 236C, 623C
There’s a bunch of other wacky stuff that I don’t know if is any use or not too, but you can do stuff like link off a j.214B or multiple f.C’s and so on.
Also a slightly stronger High Gatchi mid combo:
High Gatchi, 3D, j.D, 623C