I just found a VERY LONG combo using roll as assist
it did 33k billion-ish damage and had 60-ish hits
it would take too long to write out and it requires explanation in some parts, so i’ll just say it in words
first, you need to have the opponent in the corner and have some kind of charge, preferably on the :snka: button. any level charge will do.
now, start a ground combo ending in a launcher, and hold down :snkc: during and after the launcher to switch the charge over to that button
go into an air combo and do this: :snka:,:snka:,:snkb:,:snkb:,:u:,:snkb:,release charge, :qcb::snka:
when you land, immediatly hit them with another ground combo (no charging this time), then launch them and do this in the air:
:snka:,:snka:,:snkb:,:snkb:,:snkc:
when you land, immediatly do :qcf::snka::snkb::snkc: and then hit :snkd: to make it a team super and start a charge on :snka:
roll will sweep them OTG until zero’s super hits, then the opponent will fly in the air and start getting juggled by roll’s super
now comes the tricky, character-specific part
some characters, like chun, will fall into the last hit of roll’s super and go into hitstun till they hit the ground, but others, like ryu, will miss the last hit entirely and break out of the combo
the next part of the combo depends on weather or not the opponent’s character will get hit by roll’s final swing or not
if they do, then go into another ground combo ending in a launcher as you would normally would (including holding down :snkc: after the launcher to switch the charge there)
if not, you have to launch them immediatly after roll’s last non-swing hit of her super hits them, switching the charge to :snkc: while doing so.
after that, go into an air combo and do this:
:snka:,:snka:,:snkb:,:snkb:,release charge, :qcb::snka: (do NOT double jump in this combo; the opponent is already high enough because of the fact that they were launched while they were already airborne)
then, simply juggle them with another ground combo again and launch into an air combo of your choice
if you absolutely HAVE to have the combo in a normal, witten out way, here it is:
(charge on :snka: and opponent in corner)
:snkb:,:d::snkb:,:snkc:,:df::snkc: (hold :snkc: to move the charge there),:u:,:snka:,:snka:,:snkb:,:snkb:,:u:,:snkb:,release :snkc:,:qcb::snka:,land,:snka:,:snkb:,:d::snkb:, :snkc:,:df::snkc:,:u:,:snka:,:snka:,:snkb:,:snkb:, :snkc:,land,:qcf::snka::snkb::snkc:,:snkd:, start holding :snka: for charge, wait for the end part of roll’s super
case1 (opponent is hit by roll’s swing):
:snkb:,:d::snkb:,:snkc:,:df::snkc: (hold :snkc: to move the charge there),:u:,:snka:,:snka:,:snkb:,:snkb:,release charge,:qcb::snka:,land,:snka:,:snkb:,:d::snkb:, :snkc:,:df::snkc:,:u:,:snka:,:snka:,:snkb:,:snkb:, :qcf::snkb:
case 2 (opponent is NOT hit by roll’s swing):
:df::snkc: (hold :snkc: to move the charge there),:u:,:snka:,:snka:,:snkb:,:snkb:,release charge,:qcb::snka:,land,:snka:,:snkb:,:d::snkb:, :snkc:,:df::snkc:,:u:,:snka:,:snka:,:snkb:,:snkb:, :qcf::snkb:
also, i noticed something strange while testing this combo - it seems that the longer any combo goes on, the less hitstun your moves have. my training dummy kept breaking out of the last part of the combo, even though it was a simple air combo that would work in any other situation. again, i’m not 100% sure about this, but it would be great if someone could verify this