Some Combos
STARTER - Reliable IceBall Starter (12 or B14 or B32 or 21)
JIP - Jump in Punch
JIK - Jump in Kick
Ex - Amplify
# - Number of '1' inputs depends on the patch
KB - Krushing Blow
(0) - Meterless
(1) - 1 Bar
(2) - 2 Bar
Combos in blue/yellow are for tournaments
Standard Combos (Optional JIP before STARTER)
(1) STARTER, IceBall, JIP, B143, ExSlide
(1) STARTER, IceBall, JIK into side switch, 2, B143, ExSlide
(2) STARTER, IceBall, JIP, 21, ExRisingIce, 1, B143, ExSlide
Standard Uppercut Combo
(1) D2 (KB), 1, B143, ExSlide
Overhead Combos ( DeepFreeze / RisingIce / Both )
(2) F2, ExIceBall, JIP, B143, ExSlide
(2) F2, ExIceBall, JIK into side switch, 2, B143, ExSlide
(1) F2, ExRisingIce, B1, IceBall, JIP, 124 (KB)
(2) F2, ExIceBall, JIP, 21, ExRisingIce, 1, B143, Slide
(2) F2, ExRisingIce, B2, IceBall, Slide to reposition to other side, JIP, B143, ExSlide
(2) F2, ExRisingIce, B14, IceBall, JIP, B143, ExSlide
Corner Combos
(0) STARTER, IceBall, JIP, B32, Slide, 1#, 124 (KB)
(1) STARTER, IceBall, JIP, B32, Slide, 1#, B32, ExSlide
(1) STARTER, ExRisingIce, 1#, 124 (KB)
(2) STARTER, ExRisingIce, 2, B143, ExSlide
(2) STARTER, ExRisingIce, 2, B143, ExRisingIce, B32, Slide
Corner Uppercut Combos
(1) D2 (KB), B143, ExIceBall, JIK, 124 (KB)
(2) D2 (KB), 2, B143, ExRisingIce, B32, ExSlide
Corner Jump In Combos
(2) JIK, B14, ExIceBall, JIK, B32, ExSlide
(1) JIP, 4, ExRisingIce, 1#, 124 (KB)
(1) JIP, 4, ExRisingIce, JIK, PolarAxe, 124 (KB)
(2) JIP, 4, ExRisingIce, 2, B143, ExSlide
(2) JIP, 4, ExRisingIce, 2, B143, ExRisingIce, B32, Slide
Not a fan of using B2 despite its range and anti-air potential, due to potential breakaway by opponent and its heavy damage scaling, but will practice it in future.
Note: Opponents are able to breakaway when you use Amplified Rising Ice, so take caution & use the right combo if you predict the opponent is going to breakaway. For example, Opponent has 20% HP left, so use 2nd Standard Combo (listed above) instead of the 3rd one to kill opponent before he can escape. Usually combos with Rising Ice deal more total damage but risk the chance for enemies to escape mid combo and potentially turn the tide.