Anti air (far jump)
2,1, f+4~SC/SM - 182 dmg
2,1, f+4~SCamp, f+4~SC - 257 dmg
2,1, f+4~SCamp, ji2, f+3,2 - 258 dmg
2,1, f+4~SCamp, ji4~SM - 261 dmg
2,1, f+4~SCamp, ji2, d+2 - 267 dmg
2,1, f+4~SCamp, ji4, f+3,2 - 267 dmg
2,1, f+4~SCamp, ji2~ji4~SM - 279 dmg (high hit ji2)
Anti air (mid jump)
1, b+1,2,L1 - 152
1, b+1,2~SC/SM - 162
1, b+1,2~SCamp, ji4~SM - 274
1, b+1,2~SCamp, ji2, d+2 - 283 dmg
1, b+1,2~SCamp, ji2~ji4~SM - 299 dmg (high hit ji2)
Anti air (close jump/cross up)
Working. So far d+1 can low profile jump ins and crossovers. But if you land the d+1, immediately follow up with b+1,2. Haven't optimized yet.
Standing 3 works only on close/mid jump range and only if you hit them at apex/on the way up. Pretty hard read.
3, b+1,2,L1 - 182
3, d+2 - 183
3, b+1,2~SC/SM - 192
3, b+1,2~SCamp, ji4~SM - 304
3, b+1,2~SCamp, ji2, d+2 - 313 dmg
4 has a better hitbox but worse recovery and best for long jump ins only. Even 2,1 is better.
And I was able to d+2 at max height jump into a d+1, but it's harder to combo into than other chars I think.