Dok corner combo with Mag’s Hyper Grav and Missiles
(8 cubes and does 1,239,200 with 2 bars, builds over a bar)
cr.:h:, (j., j.:h:, :l: cube)x3, j.
and call hyper grav, j.
,
cube, (hyper grav connects), :l: cube, j.:s:, wave dash back, :l: cube, :f::h:, :l: cube, :f::h: and call missiles, jump, addf, st.:s:, sj.:l:,
cube (when missiles hit), :l: blaster, add, sj.:s:, cr.
, :l: blaster, HPB, cr.
, :l: blaster, HBR
The hardest part is getting the extra :l: cube after wave dashing back, so omitting that might be a good idea. Also, hitting the cube after sj.:l: seems more consistent if you call missiles with the first :f::h:, which will give you slightly less damage. One of the j.
, j.:h:, :l: cube reps in the beginning can be replaced by IAD j.
, cr.:h:, if you want a better hit confirm.
EDIT: Found a way to get rid of the need to wave dash back to get the extra cube in consistently and get :f::h: to wall bounce the enemy in front of you. There are two practical starters for this combo. The first is IAD j.:l: or j., cr.:l:, st.
, cr.:h:, then you go right into the combo notated above, since cr.:l: st.
, cr.:h: pushes you far enough back. The second is: super jump up, add(f), sj.
, cr.:h:, :l: cube, cr.:h:, (j.
, j.:h:, :l: cube)x2, etc. cr.:h:, :l: cube, cr.:h: too pushes you far back enough. Off of a normal grab in the corner, you have to knock off 1 rep in the beginning, and off of killer illumination, you have to knock off 2 reps. Follow up with cr.
, IAD j.
, cr.:h:, :l: cube, cr.:h:.