Paul Combo Thread (old)

OUTDATED! Click HEREfor the v2013 Combo Thread.


Notation:
[000] = Damage
[~000~] = More or less damage depending on Cross Art.
s. = Standing
cl. = Close Standing
c. = Crouching
j. = Directional Jump
nj. = Neutral Jump
xx = Cancel move with
, = Link
~ = Chain
LMHH = Cross Rush
LP/LK/HK/EX etc = light, medium, heavy or ex version
CDC = Charge Dash Cancel
(ch) = Counter Hit
(*) = Only if the launcher hits from a certain distance or after a Switch Cancel that launches the opponent higher into the air.

Frame Data:

NOTE: HP Smasher has been nerfed to -10 with Patch 1.0.6.

Misc:
Vitality: 1050
Forward Dash: 23 frames
Back Dash: 27 frames: 8 frames invulnerable, 10 frames airborne, 9 frames grounded
Pre-jump: 4 frames
Jump: 35 frames

Cross Rush / L~M~H~H
157 Damage
Damage-wise it does not matter which combination of attacks you use. All Lights (s.lp, c.lp, s.lk, c.lk) do 30 damage, Mediums 60 and Heavies 90.
The reach is different, tho. s.hk>s.mk/c.mk>s.hp. however, s.hk is also the slowest, making s.mk/c.mk into s.hk or s.hp the best choice from range.

Normal Links:
s.lp => s.lp/s.mp/s.lk/cl.lk/cl.mp/cl.mk/c.lp/c.mp/c.lk/c.mk
cl.mp => s.lp/ s.mp/s.lk/c.lp/c.mp/c.mk
cl.hp => s.lp
cl.lk => s.lp/s.mp/c.mp/c.lk/c.mk
cl.mk => s.lp
cl.hk => s.lp/c.lp
c.lp => s.lp/s.mp/s.lk/cl.mp/cl.lk/cl.mk/c.lp/c.mp/c.mk
c.mp => s.lp/s.mp/c.mp/c.lk

Combos:
Some combos are derivatives of each other to give “less difficult” alternatives.
Only “useful” combos are listed. There are plenty of options to alternate the combos, but usually yield less damage or use meter for negligible more damage.

Meterless
[190] Shredder, c.hk
[236] Shredder (1/2 Hit), c.mk xx Smasher

Hit Confirm:
[176+] s.lp, s.lp, L~M~H~H
[192] c.lp, c.lp, c.mp xx Smasher
[192] c.lp, s.lp, c.mk xx Smasher
[267] c.lp, c.lp, c.mp xx lk Raze, c.mk xx Smasher

Punish:
Close
[306] cl.mp, c.mp xx lk Raze, c.mk xx Smasher
[336] cl.mp, c.hp xx lk Raze, c.mk xx Smasher
Far
[282] c.mk xx lk Raze, c.mk xx Smasher
[312] s.hp xx lk Raze, c.mk xx Smasher

Jump In:
[316] j.hp, cl.mp, c.hp xx Smasher
[367] j.hp, cl.mp, c.mp xx lk Raze, c.mk xx Smasher
[368] j.hp, c.hp xx lk Shredder, c.mk xx Smasher
[389] j.hk, c.hp xx lk Shredder, c.hp xx Smasher
[391] j.hp, cl.mp, c.hp xx lk Raze, c.mk xx Smasher

Counter Hit:
[261] (ch) f.mp, s.hp xx Smasher
[267] (ch) f.mp, c.mp, c.mk xx Smasher
[334] (far ch) s.hp, f.mp, c.mp, c.mk xx Smasher
[364] (far ch) s.hp, Morta, c.mp, c.mk xx Smasher
[379] (far ch) s.hp xx CDC, cl.mp, c.mp xx lk Raze, c.mk xx Smasher
[403] (far ch) s.hp xx CDC, cl.mp, c.hp xx lk Raze, c.mk xx Smasher

Corner:
[234] (ch) f.mp, Demolition Man
[294] Demolition Man, c.mp xx Smasher
[318] (ch) f.mp, c.mp, c.mp, c.hp xx Smasher
[372] cl.mp, c.hp xx lk Raze, c.lp, s.mp, c.hp xx Smasher
[378] cl.mp, c.hp xx lk Raze, c.mp, c.mp, c.mk xx Smasher
[393] cl.mp, c.hp xx lk Raze, c.mp, c.mp, c.hp xx Smasher
[433] j.hp, cl.mp, c.hp xx lk Raze, c.mp, c.mp, c.hp xx Smasher

Post Tag (Launcher berforehand: 100 Damage, 1 hit):
[286] c.hp xx Smasher
[292] c.mp, c.mk xx Smasher
[313] s.lp, f.mp, s.hp xx Smasher
[316] f.mp, s.hp xx Smasher
[322] f.mp, c.mp, c.mk xx Smasher
[322] s.mp, s.mp, c.mk xx Smasher
[343] (*) s.mp, f.mp, s.hp xx Smasher
[343] (Corner) c.mp, c.mp, c.hp xx Smasher
Note: The more hits before the launcher (hitconfirm and/or cross rush) the better become less hits combos.

1 Bar
[220] Shredder, ex Smasher
[282] Ex Morta Punch, c.mp, c.mk xx Smasher
[286] Lk Shredder, c.hp xx ex Smasher
[353] f.hp xx ex Smasher, f.mp, s.hp xx Smasher
[376] Ex Sway, jf.hk, c.hp xx Smasher
[382] Ex Sway, jf.hk, c.mp, c.mk xx Smasher
[382] Ex Sway, jf.hk, f.mp, c.mk xx Smasher
[403] Ex Sway, jf.hk, f.mp, s.hp xx Smasher

Hit Confirm:
[283] c.lp, c.lp, L~M~H xx ex Smasher, c.hp xx Smasher
[306] c.lp, c.lp, c.mp xx ex Smasher, c.mp, c.mk xx Smasher
[306] c.lp, c.lp, c.mp xx ex Smasher, c.hp xx Smasher
[306] c.lp, c.lp, c.mp xx ex Raze, c.mp, c.mk xx Smasher

Punish:
Close
[372] cl.mp. c.mp xx ex Smasher, f.mp, s.hp xx Smasher
[373] cl.mp. c.hp xx ex Raze, c.hp xx Smasher
[376] cl.mp. c.hp xx ex Raze, c.mp, c.mk xx Smasher
[383] cl.mp, c.mp~s.hp xx ex Smasher, f.mp, s.hp xx Smasher
[384] cl.mp. c.hp xx ex Smasher, c.mp, c.mk xx Smasher
[394] cl.mp, c.hp xx ex Raze, s.mp, s.mp, c.mk xx Smasher
[402] cl.mp. c.hp xx ex Smasher, f.mp, s.hp xx Smasher
Far
[349] c.mk~s.hp xx ex Raze, c.mp, c.mk xx Smasher
[354] c.mk~s.hp xx ex Smasher, c.hp xx Smasher
[357] c.mk~s.hp xx ex Smasher, c.mp, c.mk xx Smasher
[361] c.mk~s.hp xx ex Smasher, s.lp, f.mp, s.hp xx Smasher
[366] s.hp xx ex Smasher, c.hp xx Smasher
[367] s.hp xx ex Raze, c.mp, c.mk xx Smasher
[372] s.hp xx ex Smasher, c.mp, c.mk xx Smasher
[375] c.mk~s.hp xx ex Smasher, f.mp, s.hp xx Smasher
[393] s.hp xx ex Smasher, f.mp, s.hp xx Smasher

Jump In:
[405] j.hk, cl.hp xx lk Shredder, c.hp xx ex Smasher
[406] j.hk, cl.mp, c.mp xx ex Smasher, c.hp xx Smasher
[421] j.hk, c.hp xx ex Smasher, c.hp xx Smasher
[430] j.hk, cl.mp, c.hp xx ex Smasher, c.hp xx Smasher
[435] j.hp, cl.mp, c.hp xx ex Raze, s.mp, s.mp, c.mk xx Smasher

Counter Hit:
[398] (far ch) s.hp, c.mk xx ex Raze, c.mp, c.mk xx Smasher
[424] (far ch) s.hp, c.mk xx ex Smasher, f.mp, s.hp xx Smasher´
[424] (far ch) s.hp, c.mk~s.hp xx ex Smasher, f.mp, s.hp xx Smasher
[435] (far ch) s.hp xx ex Smasher to Super
[447] (far ch) s.hp xx ex Sway, j.hp, c.hp xx Smasher
[468] (far ch) s.hp xx ex Sway, j.hp, f.mp, s.hp xx Smasher

Corner:
[320] Demolition Man, c.mp~c.hp xx ex Smasher
[333] Ex Morta, c.mp, c.mp, c.hp xx Smasher

2 Bars
[423] Shredder, Super Art
[296] Ex Shredder, c.hp xx ex Smasher

Hitconfirm
[348] s.lp, s.lp, L~M~H xx Super Art
[347] c.lp, c.lp, c.mp xx Super Art
[404] c.lp, c.lp, c.mp xx lk Raze, c.mk xx Super Art

Punish:
Close
[376] cl.mp, c.hp xx ex Raze, c.mp, c.mk xx Smasher
[396] cl.mp, c.hp xx lk Raze, c.mk xx ex Smasher, ex Smasher
[409] cl.mp, c.mp~s.hp xx Super Art
[413] c.hp xx Super Art
[414] cl.mp, c.hp xx Super Art
[417] cl.hp, s.lp~s.mp~s.hp xx Super Art
[454] cl.hp, hk Shredder, Super Art
[469] cl.mp, c.mp xx lk Raze, c.mk~s.hp xx Super Art
[483] cl.mp, c.hp xx lk Raze, c.mk xx Super Art
[499] cl.mp, c.hp xx lk Raze, c.mk~s.hp xx Super Art
Far
[387] c.mk~s.hp xx Super Art
[413] s.hp xx Super Art
[437] c.mk xx lk Raze, c.mk xx Super Art
[467] s.hp xx lk Raze, c.mk xx Super Art
[491] s.hp xx lk Raze, c.mk~s.hp xx Super Art

Jump In:
[447] j.hk, cl.mp, c.mp xx Super Art
[454] j.hk, s.hp xx Super Art
[471] j.hp, cl.mp, c.hp xx Super Art
[504] j.hp, cl.mp, c.mp xx lk Raze, c.mk xx Super Art
[509] j.hk, cl.hp xx hk Shredder, Super Art
[515] j.hk, c.hp xx lk Shredder, c.mk xx Super Art
[523] j.hk, c.hp xx lk Raze, c.mk xx Super Art
[528] j.hp, cl.mp, c.hp xx lk Raze, c.mk xx Super Art
[533] j.hk, cl.mp, c.hp xx lk Raze, c.mk~s.hp xx Super Art
[536] j.hk, c.hp xx lk Shredder, c.hp xx Super Art
[539] j.hk, c.hp xx lk Raze, c.mk~s.hp xx Super Art

Counter Hit:
[422] (ch) f.mp, c.mp, c.mk xx Super Art
[481] (far ch) s.hp, f.mp, c.mp, c.mk xx Super Art
[511] (far ch) s.hp, Morta, c.mp, c.mk xx Super Art
[516] (far ch) s.hp xx CDC, cl.mp, c.hp xx lk Raze, c.mk xx Super Art
[521] (far ch) s.hp xx CDC, cl.hp xx hk Shredder, Super Art
[540] (far ch) s.hp xx CDC, cl.mp, c.hp xx lk Raze, c.mk xx Super Art
[545] (far ch) s.hp xx CDC, cl.mp, c.hp xx lk Raze, c.mk~s.hp xx Super Art

Corner:
[441] Demolition Man, c.mp xx Super Art
[465] (ch) f.mp, c.mp, c,mp, c.hp xx Super Art
[546] j.hp, cl.mp, c.hp xx lk Raze, c.mp, c.hp xx Super Art

Post Tag (Launcher berforehand: 100 Damage, 1 hit):
[447] c.mp, c.mk xx Super Art
[454] c.hp xx Super Art
[460] s.lp, f.mp, s.hp xx Super Art
[469] f.mp, c.mp, c.mk xx Super Art
[469] s.mp, s.mp, c.mk xx Super Art
[471] f.mp, s.hp xx Super Art
[490] (*) s.mp, f.mp, s.hp xx Super Art
[490] (Corner) c.mp, c.mp, c.hp xx Super Art
Note: The more hits before the launcher (hitconfirm and/or cross rush) the better become less hits combos.

3 Bars
[423] Ex Shredder, Super Art
[437] Ex Morta, c.mp, c.mk xx Super Art
[500] f.hp xx ex Smasher, f.mp, s.hp xx Super Art
[~531~] Shredder, Cross Art
[531] Ex sway, j.hp, c.hp xx Super Art
[562] Ex sway, j.hp, f.mp, s.hp xx Super Art

Hitconfirm:
[387] s.lp, s.lp, L~M~H xx ex Smasher, c.hp xx Super Art
[~441~] c.lp, c.lp, c.mp xx Cross Art
[443] c.lp, c.lp, c.mp xx ex Smasher, c.hp xx Super Art
[~484~] c.lp, c.lp, c.mp xx lk Raze, c.mk xx Cross Art

Punish:
Close
[433] cl.mp, c.hp xx ex Raze, c.hp xx ex Smasher, ex Smasher
[~476~] cl.mp, c.mp xx Cross Art
[~506~] cl.mp, c.hp xx Cross Art
[498] c.lp, c.mp xx ex Smasher, c.hp xx Super Art
[509] cl.mp, c.mp xx ex Smasher, f.mp, s.hp xx Super Art
[528] cl.mp, c.mp xx ex Raze, c.hp xx Super Art
[520] cl.mp, c.hp xx ex Raze, c.hp xx Super Art
[528] cl.mp, c.hp xx ex Smasher, c.hp xx Super Art
[539] cl.mp, c.hp xx ex Smasher, f.mp, s.hp xx Super Art
Far
[479] c.mk xx ex Raze, c.mp, c.mk xx Super Art
[493] c.mk xx ex Raze, s.mp, s.mp, c.mk xx Super Art
[501] c.mk~s.hp xx ex Smasher, c.hp xx Super Art
[512] c.mk~s.hp xx ex Smasher, f.mp, s.hp xx Super Art
[521] s.hp xx ex Smasher, c.hp xx Super Art
[540] s.hp xx ex Smasher, f.mp, s.hp xx Super Art

Jump In:
[~541~] j.hk, cl.mp, c.mp xx Cross Art
[~546~] j.hk, s.hp xx Cross Art
[567] j.hp, cl.mp, c.hp xx ex Smasher, c.hp xx Super Art
[579] j.hk, c.hp xx ex Smasher, f.mp, c.hp xx Super Art
[~602~] j.hp, c.hp xx lk Shredder, c.mk xx Cross Art
[~603~] j.hp, cl.hp xx hk Shredder, Cross Art
[~608~] j.hp, cl.mp, c.hp xx lk Raze, c.mk xx Cross Art
[~623~] j.hk, c.hp xx lk Shredder, c.hp xx Cross Art

Counter Hit:
[459] (ch) f.mp, ex Smasher, Super Art art
[~521~] (ch) f.mp, s.hp xx Cross Art
[535] (far ch) s.hp, c.mk xx ex Raze, c.mp, c.mk xx Super Art
[~528~] (far ch) s.hp, Cross Art
[543] (far ch) s.hp xx CDC, cl.mp, c.hp xx ex Mortar, c.mp, c.mk xx Super Art
[557] (far ch) s.hp, c.mk~s.hp xx ex Smasher, f.mp, s.hp xx Super Art
[557] (far ch) s.hp, c.mk~s.hp xx ex Smasher, c.hp xx Super Art
[~558~] (far ch) s.hp, s.hp xx Cross Art
[~562~] (far ch) s.hp, f.mp, c.mp, c.mk xx Cross Art
[~592~] (far ch) s.hp, Morta, c.mp, c.mk xx Cross Art
[594] (far ch) s.hp xx ex Sway, j.hp, c.hp xx Super Art
[596] (far ch) s.hp xx CDC, cl.mp, c.mp xx lk Raze, c.mk xx Cross Art
[609] (far ch) s.hp xx ex Sway, j.hk, f.mp, s.hp xx Super Art
[~615~] (far ch) s.hp xx CDC, cl.hp xx hk Shredder, Cross Art
[~620~] (far ch) s.hp xx CDC, cl.mp, c.hp xx lk Raze, c.mk xx Cross Art

Corner:
[480] Ex Morta, c.mp, c.mp, c.hp xx Super Art
[~522~] Demolition Man, c.mp xx Cross Art
[~546~] (ch) f.mp, c.mp, c,mp, c.hp xx Cross Art
[555] j.hp, cl.hp xx ex Morta, c.mp, c.mp, c.hp xx Super Art
[~559~] nj.hp, s.mp, c.mk xx lk Raze, c.mp, c.mp, c.hp xx Cross Art
[~614~] j.hk, cl.mp, c.hp xx lk Raze, c.mp, c.hp xx Cross Art
[~647~] (far ch) s.hp xx CDC, c.hp xx lk Raze, c.mp, c.hp xx Cross Art

Post Tag (Launcher berforehand: 100 Damage, 1 hit):
[~535~] s.lp, s.hp xx Cross Art
[~541~] c.mp, c.mk xx Cross Art
[~550~] s.mp, s.mp, c.mk xx Cross Art
[~550~] f.mp, c.mp, c.mk xx Cross Art
[~565~] f.mp, s.hp xx Cross Art
[~571~] (*) s.mp, f.mp, s.hp xx Cross Art
[~571~] (Corner) c.mp, c.mp, c.hp xx Cross Art
Note: The more hits before the launcher (hitconfirm and/or cross rush) the better become less hits combos.

Team Combos (Switch Cancel opportunities)
[90+] [Corner] hk Raze xx Switch Cancel
[90+] Ex Morta xx Switch Cancel - 2 Bars
[100+] Shredder xx Switch Cancel
[110+] Ex Raze xx Switch Cancel - 2 Bars
[120+] Ex Smasher xx Switch Cancel - 2 Bars
[180+] Ex Smasher, f.mp xx Switch Cancel - 2 Bars
[220+] Ex Sway, jf.hk xx Switch Cancel - 2 Bars
[262+] j.hk, cl.hp xx ex Morta xx Switch Cancel - 2 Bars
[292+] Ex Sway, jf.hk, c.hp xx Switch Cancel - 2 Bars
[344+] j.hk, c.hp xx lk Shredder, c.mk xx lk Shredder xx Switch Cancel

j.HP, c.HP, EX Phoenix Punch, move forward just a little bit but don’t dash, c.HP into Super Art

I love this combo, it takes about half of their life bars and it’s simple as hell.

Sort of unfinished, but j.HK, d.HP, hcf l.k, d.mk, EX phoenix punch. I couldn’t get anything after the wall bounce, but then again it was 3am and I gave it like 2 tries.

Anyone got a post-tag combo for him? Most damage I can get right now is HP into up kicks/phoenix smasher without meter

Mid-screen:
cr.MP/MK xx LP Phoenix Smasher
This looks pretty safe, but if it turns out not to be, then it’s still usable. If that’s the case, then you’ll just need to buffer it at a range where it would only hit if they walked forward or stuck a limb out (in which case it is guaranteed to be a hit, and not blocked).

[normal of your choice] xx HK Shredder, cr.HK
Use this to score a hard knockdown from mid-screen without spending meter.

Near the corner:
j.HK, cl.HP (can also be cr.HP) xx LK Mountain Raze, cr.MP, cr.MP xx LP Phoenix Smasher
400 damage, uses no meter. After the LK Mountain Raze, you can replace everything after that with cr.LP, cr.LP, cr.HK for a hard knockdown.

edit: Post-tag I’ve been using either s.MP, cr.MP xx LP Phoenix Smasher, or cr.MP, cr.MP xx LP Phoenix Smasher. I can’t remember exactly what it is and I can’t check this instant, but I’ll edit this very soon when I’ve got it down.

tomorrow I’ll post a good chunk of combos with damage numbers, best to go for punishes, hitconfirms, footsie, and for each level of meter, post tag and pre tag.

I think after the hcf lk move, the d. mk ex phoenix uses up all your juggle potential. I’m not 100%, but I feel that is the case. (E.g., if you do ex mountain raze, cr mp xx ex phoenix smasher xx tag cancel, the follow up char can’t land any hits.)

You can get 3 cr. mp into phoenix smasher btw.

I found a unique combo w/ him that doesn’t need to be performed in the corner. Cross up j. MK, close MP > st. LP > Shredder kicks > cr. MK > Phoenix Smasher. Does like 306 damage w/ NO METER…for some reason, the cr. MK > Phoenix smasher follow up only works after doing this combo setup. For example, if you just do st. LP > shredder kick, the cr. MK > Phoenix smasher won’t hit…either that or the timing is super strict. But if you do close MP > st. LP > shredder kicks, then the timing for landing cr. MK > phoenix smasher is a lot more lenient. Also does landing a phoenix smasher net a hard knockdown? If so, I think it’s best to follow every successful phoenix smasher w/ a mountain lift(HCF+K) to move himself closer no? I need to test it out more.

Shoutouts to Throwdown for showing me this combo:
j. hk-cr. mp x2-ex. smasher-f. mp.-cr. mk-smasher/knee)

for no meter combos hit confirmed off of jabs:
cr. lp x2-cr. mk-light knee-cr. mk-light knee/smasher

For those who dont know, f. hp(overhead) can be hitconfirmed into ex smasher. If f. hp is blocked, it is very unsafe unless you use df. rh to make it safe.

You don’t have to walk forward, you just have to hit the c.HP when they’re closer to the ground. Also, if you switch out the super art for another phoenix smasher then you get 421 damage for 1 bar.

Anyways, I’ve been trying to find out the best mid air counter hit combo. Right now i have j.HP, c.MP xx Mountain Raze. There’s quite a bit you can change in this combo like a c.HP instead of c.MP or doing 2 c.MPs, but these don’t always work dependent on when you hit them in both your and your opponent’s jump arc.

c.MK (chain) s.HK xx EX Phoenix Smasher (wall bounce), f.MP, c.MK xx Phoenix Smasher

Good stuff so far everybody. Coming from a Tekken background its hard to get use to the combo system (and hard to get used to the srk notations). First, what is the best you can get of an EX pheonix smasher (we call them deathfists or DF). Best I’ve seen is f+mp, c.mp, DF. Can you chain in a couple more c.mp? Also best launch combo w/o meter I’ve seen is mp, c.mk, DF. Easier than the other mp/mk variations. Can you get a f+mp after cross launch?

Also you guys figuring out the combo system? It seems like you can only get 1 ex juggle extender (my timing could be off though) so doing ex f d d/f punch xx into ex DF won’t let you combo after the DF. Or it seems certain chars can only get a set number of hits after a launch, and for paul its 4. Anybody able to drop some knowledge on this?

Last one, you guys have a link to the legend, so I can use correct notations. Haven’t been able to find one.

[media=youtube]0FSWFkAfuvg[/media]

Only just got the game in Japan but after a bit of time in training… Hoping to find a lot more soon… Paul is fun.

About the japanese version, is it still Honest Eyes that’s playing in the intro?

see first post for updates

[details=Spoiler]
General Stuff
-LMHH: 157 Damage all L (s.lp, c.lp, s.lk, c.lk) do 30 damage, M 60 and H 90. this means damage wise it does not matter which combination you use. however there is a big difference in actual reach. s.hk>s.mk/c.mk>s.hp. for punishing purpose start with either s.mk or c.mk as s.hk has only a bit longer reach but is way slower and can’t be special canceled. s.hp combos (other then into launcher) when you have a bit more time (blocked shoryuken).
-far s.mp is pretty decent. it actually moves you forward. perfectly to keep pressure on (think Makoto f.mp)
-f.hp xx smasher (recovery can be canceled into and only smasher [something similar he has in tekken]) 170 Damage - this also means you can CDC (charge dash cancel) it for some mix up.

Links:
s.lp, s.lp/c.lp/c.mp/c.mk/c.hp
c.lp, s.lp/c.mp/c.mk
c.mp, s.lp/c.mp
cl.mp, s.mp/c.mp/s.lp/c.lp/c.lk/c.mk/c.hp
cl.hk, s.lp/c.lp

Some combos are derivatives of another, mostly to show also a “less difficult” option.
Only useful combos are listed. there are plenty other options to end the combos, but with less damage or negligible more at the expense of meter.
Meterless
[190] Shredder, c.hk
[236] Shredder (1/2 Hit), c.mk xx smasher

Hit Confirm:
[192] c.lp, c.lp, c.mp xx smasher
[192] c.lp, s.lp, c.mk xx smasher
[267] c.lp, c.lp, c.mp xx lk raze, c.mk xx smasher

Punish:
Close
[306] cl.mp, c.mp xx lk raze, c.mk xx smasher
[336] cl.mp, c.hp xx lk raze, c.mk xx smasher
Far
[282] c.mk xx lk raze, c.mk xx smasher
[312] s.hp xx lk raze, c.mk xx smasher

Jump In:
[316] j.hp, cl.mp, c.hp xx smasher
[391] j.hp, cl.mp, c.hp xx lk raze, c.mk xx smasher

Crossup (hit confirm):
[238] j.mk, c.lp, s.lp, c.mp xx smasher
[298] j.mk, c.lp, s.lp, c.mk xx lk raze, c.mk xx smasher
[337] j.mk, cl.mp, c.mp xx lk raze, c.mk xx smasher

Counter Hit:
[261] (ch) f.mp, s.hp xx smasher
[267] (ch) f.mp, c.mp, c.mk xx smasher

Corner:
[234] (ch) f.mp, Demolition Man
[318] (ch) f.mp, c.mp, c.mp, c.hp xx smasher
[294] Demolition Man, c.hp xx smasher
[372] cl.mp, c.hp xx lk raze, c.lp, s.mp, c.hp xx smasher
[378] cl.mp, c.hp xx lk raze, c.mp, c.mp, c.mk xx smasher
[393] cl.mp, c.hp xx lk raze, c.mp, c.mp, c.hp xx smasher
[433] j.hp, cl.mp, c.hp xx lk raze, c.mp, c.mp, c.hp xx smasher

Post Tag (Launcher berforehand: 100 Damage, 1 hit):
[286] c.hp xx smasher
[292] c.mp, c.mk xx smasher
[322] f.mp, c.mp, c.mk xx smasher

1 Bar
[282] Ex Morta Punch, c.mp, c.mk xx smasher
[296] Ex Shredder, c.hp xx ex smasher
[376] Ex Sway, jf.hk, c.hp xx smasher
[382] Ex Sway, jf.hk, c.mp, c.mk xx smasher
[382] Ex Sway, jf.hk, f.mp, c.mk xx smasher
[403] Ex Sway, jf.hk, f.mp, s.hp xx smasher

Hit Confirm:
[283] c.lp, c.lp, LMH xx ex smasher, c.hp xx smasher
[306] c.lp, c.lp, c.mp xx ex smasher, c.mp, c.mk xx smasher
[306] c.lp, c.lp, c.mp xx ex smasher, c.hp xx smasher
[306] c.lp, c.lp, c.mp xx ex raze, c.mp, c.mk xx smasher

Punish:
Close
[373] cl.mp. c.hp xx ex raze, c.hp xx smasher
[376] cl.mp. c.hp xx ex raze, c.mp, c.mk xx smasher
[402] cl.mp. c.hp xx ex smasher, f.mp, s.hp xx smasher
Far
[336] c.mk xx ex smasher, c.hp xx smasher
[372] s.hp xx ex raze, c.mp, c.mk xx smasher

Jump In:
[405] j.hk, cl.hp xx lk shredder, s.hp xx ex smasher
[421] j.hk, c.hp xx ex smasher, c.hp xx smasher
[430] j.hk, cl.mp, c.hp xx ex smasher, c.hp xx smasher

Cross Up (Hit confirm):
[376] j.mk, cl.mp, c.mp xx ex smasher, c.mp, c.mk xx smasher

Corner:
[320] Demolition Man, c.mp~c.hp xx ex smasher

2 Bars
[423] Shredder, super

Punish:
Close
[376] cl.mp, c.hp xx ex raze, c.mp, c.mk xx smasher
[396] cl.mp, c.hp xx lk raze, c.mk xx ex smasher, ex smasher
[483] cl.mp, c.hp xx lk raze, c.mk xx super

Far
[372] s.hp xx ex raze, c.mp, c.mk xx smasher
[336] c.mk xx ex smasher, c.hp xx smasher

Counter Hit:
[422] (ch) f.mp, c.mp, c.mk xx super

Corner:
[465] (ch) f.mp, c.mp, c,mp, c.hp xx super
[537] j.hp, cl.mp, c.hp xx lk raze, c.mp, c.mp, c.hp xx super

Post Tag:
[447] c.mp, c.mk xx super
[454] c.hp xx super
[469] f.mp, c.mp, c.mk xx super

3 Bars
[423] Ex shredder, super

Punish:
[521] s.hp xx ex smasher, c.hp xx super
[528] cl.mp, c.hp xx ex smasher, c.hp xx super

Jump In:
[531] j.hk, cross art
[567] j.hp, cl.mp, c.hp, ex smasher, c.hp xx super

Team Combos (Switch Cancel opportunities)
[292+] Ex Sway, jf.hk, c.hp xx switch cancel

check back regulary for updates [/details]

Good shit! I was hoping he’d have something decent off of an overhead. You’re right, it’s super easy to hit confirm.

I like this combos.
personally ive been spending meter on my punishes and doing:
cr:mp: cr:mp: xx EX PS :f::mp: st:hp: xx H PS ~382dam

I noticed other ppl in here using cr:mk: after EX PS :f::mp:. I would recommend using st:hp: since the link is just as ez, goes for more damage, and certainly has more hit stun.

I didnt know I could follow up :lk: Raze with cr:mk: so Ill def be adding that in.

What im having trouble with is corner combos, I think thats where the Raze juggle combo will com in handy

updated first post with notation and frame data.

/huge update with new combos

Good stuff zukuu, gosu