FGC Cannon Fodder
I'm wondering if these aren't true combos. A lot of anime games have combos that still increment the counter but aren't guaranteed if the opponent does an escape or something.So I've found some stuff that I just straight up haven't seen anyone anywhere do.
1) Counter hit c.S dash cancel c.S, c.S is a thing. CH gives you even more advantage, and c.S has crazy good hit advantage to start with and the dash leaves you incredibly close, so the distance to link two more isn't a problem, no matter where you start.
2) c.S links into fully charged 5D, which has done more damage than the other combo routes I use. Basically c.S , 5D (hold), 5K~214K, 5K~214K OTG 5K or c.S. You get gravity scaling from repeated c.S, but you can always do at least one 5K~214K. I'm not good at combos in this game, so I'm sure there's someone who can do a whole lot more with this than I'm doing.
In this case I can do what I think you are describing but the combo counter shows a blueish purple color instead of the grey. And setting the cpu to guard after the first hit I haven't been able to land the sequences. Color variation in the combo counter is typically an avoidable combo.
I'm not totally sure what it means in this game since there aren't air escapes and if you can block why would it increment the counter?
***Edit so I just noticed the counter hit requirement you mentioned so I guess I should read better and try that. Still wondering why the combo counter changes color.
Yeah combos on CH. I should know better than to question. You've shown to be very good at finding stuff. I guess maybe the color shift means it's only true on counter hit?