I have some experimental combos I started working on today. I won't be surprised at all if the idea was known or if higher damaging combos already exist lol but the idea was for me to share and for someone more experienced to expand upon/correct.
What I have is a 39% midscreen one bar combo with 11 frame start up (and a few others just to show that it works on faster starters too). It's NOT online friendly but I think an offline player should be able to pull it off consistently with practice. Tight link, but not an impossible one. I can do it easier on pad than I can on hitbox but I haven't tried on stick.
Anyways, let's cut to the good stuff
4~stationary EX Fade-jump forward 1 (this is the tightest timing of it all), f12b4~roll, b34~air sai, run 4u31+2
That should be one bar 39% midscreen WITHOUT a starting jump in, but it can also be initiated off of a jump in for MORE damage. (41% I believe)
^Sorry about ShareFactory clipping the ends a bit, I didn't leave enough follow time. I definitely think there's some room for improvement on these. To help execution, basically just hold up/forward after you input your EX fade, and enter the punch once you're airborne. When muscle memory takes over, it isn't so bad. Still going to be rough for online though :'(
Other combos in video:
4~stationary EX Fade-jump forward 1 (this is the tightest timing of it all), f12b4~roll, b34~air sai, run 4u31+2 - 39%
b22~stationary EX Fade-jump forward 1 (this is the tightest timing of it all), f12b4~roll, b34~air sai, run 4u31+2 - 39%
12~stationary EX Fade-jump forward 1 (this is the tightest timing of it all), f12b4~roll, b34~air sai, run 4u31+2 - 35%
b12~stationary EX Fade-jump forward 1 (this is the tightest timing of it all), f12b4~roll, b34~air sai, run 4u31+2 - 37%
jump in punch, 4~stationary EX Fade-jump forward 1 (this is the tightest timing of it all), f12b4~roll, b34~air sai, run 4u31+2 - 41%
2 BAR JUST FOR TESTING:
f23~ex fade forwards (to switch sides) 4~stationary EX Fade-jump forward 1 (this is the tightest timing of it all), f12b4~roll, b34~air sai, run 4u31+2 43%
Help improve these! I don't think anyone else has been using the instant jump in combos, but we can do it with njp (seems useless) and jip, getting that into f12b4 is certainly pleasant.
Once again, I don't think these are optimal and I think someone else could IMPROVE upon them or provide better combos all around that do similar damage.