Alright all, here's a taste of the format. Let me know what you think. I'm especially interested to hear if you'd prefer Aura off and Aura on info to be consolidated or if you like it in two different areas.
Thanks for any feedback!
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This combo guide will always list max damage. If there are multiple choices that give equal damage, then preference will be given to the option that retains Aura and/or leads to more plus frames on knockdown (e.g. Slide over Burst). If a particular combo is especially hard to pull off, info concerning an easier option will also be given.
Please note, only combos will be listed here, not single strings cancelled into special attacks. Those will end up being listed in a separate area, which focuses on footsies.
Midscreen Meterless - No Aura - You and Opponent Grounded
B2, run, F42~Slide = 22%
Ice Ball, (Burst for meter if there is time) walk/run/dash forward, JIP, B12~Aura, 242, run, B12, Burst = 24%
11~Ice Ball, walk back (Burst for meter), JIP(1), B12~Aura, 242, run, B12, Burst = 26%
B33~Ice Ball, (Burst for meter) JIP(1), B12~Aura, 242, run, B12, Burst = 28%
Female only
Parry, back dash, JIP, B12~Aura, 242, run, B12, Burst = 31%
B12~Ice Ball, walk slightly back (Burst for meter), JIP(1), B12~Aura, 242, run, B12, Burst = 31%
B12~Aura, B12~Ice Ball, walk slightly back, JIP, 242, run, B12, Burst = 32%
Midscreen Meterless - Aura On - You and Opponent Grounded
B2, run, F42~Slide = 22%
Ice Ball, (Burst for meter and to shed Aura if there is time) walk/run/dash forward, JIP, B12~Aura, 242, run, B12, Burst = 24%
If you do not shed Aura, and thus omit the Aura link, the damage will be 22%
11~Ice Ball, walk back (Burst for meter and to shed Aura), JIP(1), B12~Aura, 242, run, B12, Burst = 26%
If you do not shed Aura, and thus omit the Aura link, the damage will be 24%
B33~Ice Ball, (Burst for meter and to shed Aura) JIP(1), B12~Aura, 242, run, B12, Burst = 28%
Female only; If you do not Aura, and thus omit the Aura link, the damage will be 26%
B12~Ice Ball, walk slightly back (Burst for meter and to shed Aura), JIP(1), B12~Aura, 242, run, B12, Burst = 31%
If you do not shed Aura, and thus omit the Aura link, the damage will be 29%
Parry, back dash, JIP, 242, run, B12, Burst = 28%
Parry, back dash, JIP(2), B2, run, B12, Burst = 29%
Male only
Midscreen Meterless - No Aura - You Grounded, Opponent Airborne
D4, Slide = 11%
Ice Ball, (Burst for meter if there is time) walk/run/dash forward, NJP, JIP(2), run, B12~Burst = 17%
Ice Ball, (Burst for meter if there is time) walk/run/dash forward, B2, run, B12, Burst = 19%
Only works if opponent is high in the air
D2, Slide = 19%
Opponent must be at the apex of their jump
1 or D1 or D3, run, 1, B12~Burst = 20%
Adding another 1 will do 21%. Taking a 1 away will do 19%.
1 or D1 or D3, B12~Ice Ball, walk forward, NJP, B12~Burst = 25%
Initial attack must hit opponent’s toes for it to juggle high enough
B2, run, F42~Burst = 23%
B2, run, B12~Burst = 25%
B2, run, 242, Slide = 26%
Midscreen Meterless - Aura On - You Grounded, Opponent Airborne
D4, Slide = 11%
D2, Slide = 19%
Opponent must be at the apex of their jump
Ice Ball, walk/run/dash forward, NJP, JIP(2), run, B12~Burst = 19%
Ice Ball, walk/run/dash forward, B2, run, B12, Burst = 21%
Only works if opponent is high in the air
1 or D1 or D3, run, 1, B12~Burst = 23%
Adding another 1 will do 24%. Taking a 1 away will do 22%.
1 or D1 or D3, B12~Ice Ball, walk forward, NJP, B12~Burst = 27%
Attack must hit opponent’s toes for it to juggle high enough
B2, run, 242, Slide = 26%
B2, run, F42~Burst = 26%
B2, run, B12~Burst = 28%