I have a document I created, and here is a little part of it:
Notes:
- I generally want to end combos in a hard knockdown arrow load. The 223 string, D3 and (air) Dead on MB (and regular Dead on while they are airborne) all grants hard knockdowns. So from these options, 223 is the best and grant more damage (the others does not grant arrow load)
- Since GA damage output is low, implement bounce interactables and bomb resets in your combos.
- End combos with 111/B23, load arrow for more space. They can tech roll, but it gives more space between you and the opponent. You do not always have to end in ice arrow, mix it up depending on if you want to zone/rush. End with 223 against opponents that can outzone you. 111 combos usually does more than B23 combos (approximately 1%), but you get more advantage from B23 combos.
- GA can change side in combos very easily, and does basically as much damage as his most damaging BnBs. Use this to grant more control over corner or interactables for more damaging combos.
- Arrow is higly freeze arrow/meter dependent for his BnBs (except from the corner). If you do not have a freeze arrow stocked and want to punish hard, bounce cancels are a great way to get damage in. If in specific areas, you can go into an interactable combo.
- Arrow can do some great unclashable damage with freeze arrow into B3, B3/F3 (I end with B3 when I want to zone, F3 for pressure and knockdown), super and hit-confirm strings into bounce cancels.
- For max damage; Hurricane Bow is the best non meter ender, and MB stinger is the best for MB ender.
- A good idea would be to get them to the corner, where Arrow depends less on meter and arrows, and his damage output is greater. His mix-ups are also very good, and many of his options grants advantage.
- 111 combos are the hardest punishes. The 113 combo is the hardest meterless/arrowless punish. F2 combos have the most range, so if they do something that is -13 or above and are in range of F2, you can punish with a F2 combo. D1 is his fastest punish, but you need freeze arrow stocked.
- Important! It important to know that interactable combos that start with a string that leaves them standing will juggle the same way. So per say you can start with for example: 111/B2/F2D1/22 etc and then you can combo the same way. The damage will be different though. Important! This also implies for freeze arrow combos!
- I would not use meter in combos except for bounce cancels.
- B3 combos similarly to standing starters, low gravity.
- You can restock an ice arrow mid combo for better oki. If you didn’t start the combo with ice you can freeze them mid combo and end in 111, arrow for hefty advantage. You can only do this when you can get off D2 early in the combo before the gravity is at its worst. So after a B3 or standing starter into interactable works.
- The JI3 makes the gravity in combos extremely high. If you start with a JI3, the gravity will be higher if you connect with a multi-hitting string like 11 or 22, instead of just D1/1/2. Be wary of this when you combo. This is also why the JI2 after JI3 in combos and then connect with 223/111 can be hard.
- Important! Sky alert`s damage output changes depending on if you hit with both arrows. It also seems to depend on how you hit them with both arrows. Needs more research as to why it is like this. I think if you hit the first arrow before the second, it scales more. If you hit them at the same time they will not scale as much.
- Important! D1, 223, F2D1 and D2 (and dead on cross up) are the only options you can combo of JI3 starter when they are ducking. JI3 into Hurricane bow also connects, but only do this if you want to chip! Hurricane bow does 6,25 % chip
BnBs with any standing starter:
Note: You can do these combos with any standing starter. They will do less damage, because 111 combos are the most damaging.
- 111, 4 (14%. Leaves them standing and you are +24 or more according to frame data. Guaranteed F2, B3, F3, B2, D1 etc. 11 leaves them closer. Use for continued pressure and advantage)
- 111, HB/SB/ST (21% or 19%. If you need the kill and do not have resources, do Hurricane Bow. End with Savage blast if you want to create space and get a free arrow load. Use Stinger if you want them to the corner)
- Int: 111, int., JI3, 223, HB (41%. Max damage interactable combo. Does 36% if you restock arrow. You can time the JI3 so you either hit behind the opponent or infront of them, so you can change side if you want)
- Int: 111, int., JI2, 3, SA, 223/B23, LA (38%. Max damage if you want to reload arrow. Use B23 if you want space. Note: If you hit the bounce from an angle where the JI2 will cross up, the combo will NOT work. Go for the first combo for consistency)
- Int: 111, int., JI2, D2, load freeze arrow, 11, D4, JI2, 111, 4 (35%)
- Int: 111, int., walk slightly back B3, JI3, JI2, 223, LA (42%. Note: With interactable bounces that bounces far away (such as foretress doomsday, Strykers Island Grodd), you can connect a B3)
- Int: 111, int., walk slighty back B3, dash, 3, r.SA, 223/B23, LA (40%. Sideswitch combo for map control. For consistency you can just dash, 223, reload arrow/ hurricane bow)
- Ice: 111, D4, B3, JI3, JI2, 223/111, LA/ST (35% or 37%. Max damage with freeze arrow meterless. Carries a good bit to the corner. Drop the JI2 for more consistency, and then it does 32%. End with 111, stinger do finish them off)
- Ice: 111, D4, B3, dash, SA, SA, B23, LA (34%. Use this combo for more space to zone)
- Ice: 111, D4, B3, dash, 3, r.SA, SA, 223, LA (35%. Side swith combo. Drop the last sky alert for more consistency. To finish them off replace second sky alert with 111 into stinger, it does 35%)
- Ice: 111, D4, B3, dash, 3, r.SA, B23, load arrow (34%. Side switch combo with ender that grants space)
- Ice, int: 111, D4, B3, JI3, 3, int., JI3, 223, LA (40%. If you have an interactable behind you opponent)
- Ice, int: 111, D4, B3, JI3, JI2, 1, int., JI2, 223/B23, LA (39%. If you have an interactable behind your opponent, but it is farther away)
- Ice, int: 111, D4, B3, dash, 3, r.SA, 3, int., JI2, 223/B23, LA (40%. If the interactable is infront of your opponent)
- Ice, int: 111, D4, dash, NJ2, 111, int., JI3, 223, HB/LA (42%. Max damage, and easier to hit when you see that the JI2 for the other combos does not connect)