PimpUigi
Sex Kick
JiP
NJP
Deep Jump in Kick (thanks to SpideR)
AA Jump Kick
AA Teleport Punch
Block string hit confirm
AA
AA JiP
These combos are not hard with some practice, the second jump kick~teleport punch is harder to get than the D1~TKP.
The reason some of these are so good is because they're big damage off of small punishers, NJP, AA Jump Kick, and AA
Also please note: never do a neutral jump kick. This brings your damage down. Always do a jump forward kick~TP, unless you're doing a wall combo completely at the wall, in which case you do a jump back kick~TP.
JiP, charge 3-5 frames +,+~TKS,Jump Kick~Teleport Punch, Dash,~TKP
50%
(you may want to consider only doing one for consistency)
JiP, charge 3-5 frames +,+~TKS, Jump Kick~Teleport Punch, Jump Kick~Teleport Punch,+~TKP
56%
JiP,+~TKS, Jump Kick~Teleport Punch, Jump Kick~Teleport Punch,+~TKP
53%
In the corner JiP, charge 3-5 frames +,+~TKS, Dash,++,(do this second one fast so first hit misses)+, +,+, +,~TKP
59%
A medium distance away from the corner JiP, charge 3-5 frames +,+~TKS, Dash,++,
(do this second one fast so first hit misses)++,++,~TKP
58%
Nearly in the corner, but not quite, JiP,++, Jump Kick~Teleport Punch, Jump Kick~Teleport Punch,+~TKS, Dash...++,~TKP
52%
50%
(you may want to consider only doing one for consistency)
JiP, charge 3-5 frames +,+~TKS, Jump Kick~Teleport Punch, Jump Kick~Teleport Punch,+~TKP
56%
JiP,+~TKS, Jump Kick~Teleport Punch, Jump Kick~Teleport Punch,+~TKP
53%
In the corner JiP, charge 3-5 frames +,+~TKS, Dash,++,(do this second one fast so first hit misses)+, +,+, +,~TKP
59%
A medium distance away from the corner JiP, charge 3-5 frames +,+~TKS, Dash,++,
(do this second one fast so first hit misses)++,++,~TKP
58%
Nearly in the corner, but not quite, JiP,++, Jump Kick~Teleport Punch, Jump Kick~Teleport Punch,+~TKS, Dash...++,~TKP
52%
NJP
NJP, Jump Kick~Teleport Punch, Dash,~TKS, Dash,++, Dash, TKP
39%
Back to the wall (or so, you have a lot of slack space here) NJP, Jump Kick~Teleport Punch, Dash,~TKS, Dash,++, Dash,~TKP
42%
39%
Back to the wall (or so, you have a lot of slack space here) NJP, Jump Kick~Teleport Punch, Dash,~TKS, Dash,++, Dash,~TKP
42%
Deep Jump in Kick (thanks to SpideR)
Deep JiK, Dash, +~TKS, Jump Kick~Teleport Punch, Dash, ~TKP
34%
34%
AA Jump Kick
(optional NJP) AA Jump Kick~Teleport Punch, Jump Kick~Teleport Punch, or +~TKS, Dash,++, Dash, TKP
39-40%
Going towards the corner AA Jump Kick~Teleport Punch, Jump Kick~Teleport Punch,+~TKS, Dash,++, Dash,~TKP
43%
39-40%
Going towards the corner AA Jump Kick~Teleport Punch, Jump Kick~Teleport Punch,+~TKS, Dash,++, Dash,~TKP
43%
AA Teleport Punch
AA Teleport Punch, Jump Kick~Teleport Punch,~TKS, Dash,++, Dash, TKP
38%
38%
Block string hit confirm
~TKS, Jump Kick~Teleport Punch, Jump Kick~Teleport punch,+~TKP
40%
40%
AA
AA , Jump Kick~Teleport Punch, Jump Kick~Teleport Punch,+~TKS, Dash,++, Dash, TKP
40%
40%
AA JiP
AA Jump Punch, Dash, TKS, Jump Kick~Teleport Punch, Dash,~TKP
26%
26%
JiP, charge 3-5 frames +,+~TKS,Jump Kick~Teleport Punch, Dash,~
61-63%
61-63%
These combos are not hard with some practice, the second jump kick~teleport punch is harder to get than the D1~TKP.
The reason some of these are so good is because they're big damage off of small punishers, NJP, AA Jump Kick, and AA
Also please note: never do a neutral jump kick. This brings your damage down. Always do a jump forward kick~TP, unless you're doing a wall combo completely at the wall, in which case you do a jump back kick~TP.