Ok here are my BnB’s so far. For most of them the only thing that is different is the ending. These combos all work anywhere except for ones ending in qcf lk or mk (air or ground) or air super which only work midscreen (qcf lk and mk and air super will whiff in the corner)
- Midscreen 1 meter (air super finish, 9516 @ 1.75) impractical/waste of meter
cr. lp, cr. lk, st. hp x fly, d/f j.lk, cr. mk, st. hp x fly, f j.mk, st. mp, j. lp, j. lk, j. mk, land, f. hk (4 hits) x fly over to opponent, j. hk, cr. lp, st. hk (3 hits), j. mp, j. hp (1-2 hits) x super
Note: impractical since the next combo does nearly the same amount of damage with no meter. Only useful when you have done combo 2 and need the tiny bit of extra damage to kill.
- Midscreen no meter (air finish w/ knockdown, 9407 @ 1.75) same as previous except finish
Same as #1 but cancel j. hp (1-2 hits) into qcf lk. If you cancel j. hp into fly and link qcf lk for ender you can get somewhere around 85 points of extra damage but it has character specific timing (hard on Cerebella)
Note: this combo will knock opponent full screen
- Midscreen 1 meter (ground super finish, 10800 @ 1.75, optimal midscreen combo)
cr. lp, cr. lk, st. hp x fly, d/f j.lk, cr. mk, st. hp x fly, f j.mk, st. mp, j. lp, j. lk, j. mk, land, f. hk (4 hits) x fly over to opponent, j. hk, st. lp, st. mk (1-2 hits), st. hp x
qcf lp x super
- Midscreen no meter (ground finish w/knockdown and reset option, 9405 @ 1.75)
Same as #3 but after qcf lp link qcf mk for the ender. It again knocks the opponent far away. If you want the opponent closer, link sweep. After sweep if you wait a bit you can charge a full qcf mp for a meaty projectile to force the opponent to block
Note: this combo works on everyone. After flying over to the opponent for the j. hk you can instead do st. lp, cr. mk, cr. hp x fly, u/f mp. This will leave the opponent standing if you cancel u/f mp into fly you will remain in the air if not you will land on the ground. This reset ends at 8708 @ 1.75
If you are going to end in a reset however there is optimal version (left/right and high/low) of the meterless combo that only works on Peacock and Double (actually it works on everyone except Cerebella, but the timing of the qcf lp after f. HK is character specific with varying levels of difficulty. On Valentine, Painwheel and Filia it is not too difficult, just delay the qcf lp slightly). Instead of canceling f. Hk into fly on the 4th hit, cancel it into qcf lp, then walk forward slightly and then cr. hp into qcf hp. This combo does 8534 @1.75 and resets the opponent within dash distance. If you end at the qcf lp, then dashing forward will leave you on the other side of the opponent, but canceling your dash with a normal will leave you in front
- Midscreen no meter reset (ground finish with left/right reset, 7546 @1.75)
cr. lp, cr. lk, st. hp x fly, d/f j.lk, cr. mk, st. hp x fly, f j.mk, st. mp, j. lp, j. lk, j. mk, land, st. hk (3 hits)
Note: neutral jump mp/mk to land in front or jump forward mk/hk to cross
up.
- Corner combo 1 meter (ground finish, 12533 @ 1.75)
cr. lp, cr. lk, st. hp x fly, d/f j.lk, cr. mk, st. hp x fly, f j.mk, st. hk, delayed j. lp, j. lk, j. mk, land, cr. mp (4 hits), f. hk (4 hits) x fly, u/f. hk, st. lp, st. mk (1 hit), f. hk (3 hits) x super, cr. lk, cr, mk, cr, hp x qcf hk
- Corner combo 2 meters (ground finish, 14299 @ 1.75) more damaging modified version of Dilapidated Town’s combo
cr. lp, cr. lk, st. hp x fly, d/f j.lk, cr. mk, st. hp x fly, f j.mk, st. hk, delayed j. lp, j. lk, j. mk, land, cr. mp (4 hits), f. hk (4 hits) x fly, u/f. hk, st. lp, st. mk (1 hit), f. hk (4 hits) x super, cr. lk, cr, mk, cr, hp, delayed qcf mp x super 7514
-
Corner combo no meter (ground finish, 10706 @ 1.75)
Same as # 6 and # 7 but cancel 2nd f. hk (4 hits) into qcf hk, land, cr. lk, cr. mk, cr. hp, qcf hk -
Midscreen 1 meter throw combo (air finish, 7172 @ 1.75)
f/b throw, dash forward, cr. lk, st. mp, jp. mk x fly, d/f lp, j. mk, land, st. hk (3 hits), j. mp, j. hp (1-2 hits) x super
Note: canceling j. hp (1-2 hits) into qcf lk gets you 7063. After landing if you do f. hk (4 hits) x qcf mp x super you get 8472. If you throw the opponent towards the corner but are too far at the beginning for combo #7 you will have to use your otg at the beginning of the combo and must cancel f.hk (4 hits) into qcf hk for the meterless ender.
- Corner combo throw
throw, st. lp, st. lk, st. hp x fly, d/f j.lk, cr. mk, st. hp x fly, f j.mk, st. hk, delayed j. lp, j. lk, j. mk, land, cr. mp (4 hits), f. hk (4 hits) x fly, u/f. hk, cr. lp, st. mk (1 hit), f. hk (4 hits)x qcf hk, land, cr. lp, cr. mk, cr. hp x qcf hk
Note: in the corner you can do combo #’s 6, 7, and 8, but in order for them to work you MUST start the combo after the throw by holding forward and juggling the opponent before they hit the ground with ST. LP and ST. LK in order to preserve your otg for the rest of the combo.
Final Note: on combos that contain f. hk. Cancel f. hk on 3rd hit for snap back in corner or midscreen. Hope this helps