New loop:j.8D~A loop
(j.8D~A -> dash)xN
You'll need to dash between each j.8D~A for max reps (although there's no need to dash in a corner). However,You can do most of the setups without dashing if you do 1 less j.8D~A in the combo, which makes the combo much easier, and the damage difference is only ~100 for every setup (for example, j.C -> 5B -> 3C -> etc does 3890 with 3 reps and dash and 3810 with 2 reps and no dash). Even top players like Tsujikawa use some setups with less j.8D~A's to make the combo easier. The only setups that have some significant damage difference are Drive CH, 6C CH and 3C.
j.8D~A loop starter:
Midscreen:
3C -> 236A -> 5D~B -> 5C -> j.8D~A loop
3C -> RC -> 5D~B/j.4D~B -> 5C -> j.8D~A loop (use it if you are too far for the above setup)
6A (2 hits) -> j.8D~A loop
6B -> 22C -> 6D -> RC -> 6A -> j.8D~A loop
6C(CH) -> dash/5D~B -> 5C -> j.8D~A loop
j.5D~B Air-to-Air -> 5C -> j.8D~A loop
j.4D~A CH -> dash -> 5B -> 3C -> Cat1 -> 5D~B -> 5C -> j.8D~A
2D CH -> j.4D~B -> 5C -> j.8D~A loop
4B+C -> 5B -> 5C -> j.8D~A loop
4B+C -> 22C -> 5D~B -> 5C -> j.8D~A loop
4B+C -> RC -> 6[C] -> 2[C] FC -> 5D~B -> loop
j.B+C -> 5D~B -> 5C -> j.8D~A loop
236CC -> 5D~C -> j.5D~B -> 5C -> j.8D~A loop
Gold Burst -> 5D~B -> 5C -> j.8D~A loop
Corner:
3C -> 236CC -> 5D~A -> j.8D~A loop
3C -> 2C -> 5D~A -> j.8D~A loop
5B -> 3C -> dash 5B -> 5C -> j.8D~A loop
5B -> 3C -> 236C x1 -> 5B -> 5C -> j.8D~A loop
5B -> 3C -> 236C 5D~A -> J.8D~A loop (works on Arakune up to 8 reps)
5B -> 3C -> 236C -> 5D~A -> j.8D~A loop *Tager specific
B+C -> j.4D~A -> 5C -> 8D~A loop
B+C -> j.4D~B -> 22C -> 5D~A -> 8D~A loop
B+C -> j.4D~A -> 5D~A -> 5C -> j. 8D~A loop
B+C -> j.5D~A -> 5D~A -> 5C -> j.8D~A loop *Valkenhayn specific
6B+C -> 5D~A -> 5D~A -> 5C (works on Arakune as well.)
j.A -> 5B -> 3C -> [2]8D~B -> 5C -> j.8D~A loop *Back to corner
j.8D~A loop finisher:
BnB midscreen/corner:
... -> 2D~C -> j.8D -> j.5D~6 -> j.C -> j.8D~6 -> j.3D -> 236B x5
Corner/Near corner only:
... -> High jump -> 236B x2 -> j.5D~B -> j.2D~C -> 236B x5 (oki finisher)
... -> 2D~9 -> j.9D -> 2D~C -> j.C -> 6D -> j.C -> 9D -> 236B x5
Number of j.8D~A list:
Midscreen:
Starter: number of reps [damage] [heat gain]
6A: 6x [3310] [40%]
5B -> 6A: 6x [3460] [42%]
5B -> 3C: 6x [3974] [45%]
j.B/C -> 5B -> 6A: 5x [3458] [39%]
j.B/C -> 5B -> 3C: 3x [3983] [45%]
6B CH: 2x [2640] [34%]
6B -> 22C: 3x [3070] [29%]
6C CH: 6x [4407] [45%]
2D CH: 6x [4205] [46%]
j.D~B: 6x [3593] [42%]
236CC: 3x [3579] [42%]
j.C CH air-to-air -> 5C: 7x [4447] [44%]
j.B CH air-to-air: 7x [4363] [42%]
j.4D~A -> dash -> 5B -> 3C: 4x [4295] [46%]
j.4D~B air-to-air -> 5C: 10x [5073] [53%]
4B+C -> 22C: 2x [2900] [36%]
4B+C -> 5B: 2x [2810] [37%]
j.B+C: 4x [4137] [43%]
Gold Burst: 5x [3516] [42%]
Corner:
Starter: number of reps [damage] [heat gain]
5B -> 3C -> 236CC: 5x [4600] [49%]
5B -> 3C -> 2C: 6x [4584] [51%]
5B -> 3C -> 236C -> 5D~A: 7x [4712] [52%]
6B -> 3C -> 236CC: 3x [3590] [46%]
236CC: 6x [3955] [45%]
j.B/C -> 5B -> 3C ->236CC: 4x [4491] [49%]
j.B/C -> 5B -> 3C -> 2C: 4x [4329] [51%]
6B+C: 2x [3888] [42%]
j.A -> 5B -> 3C -> [2]8D~B -> 5C: 3x [3730] [42%]
*This is listing the max reps, but in some setups I recommend to do 1 less j.8D~A to make the combo easier even if you are dashing; sometimes it's not worth risking dropping the combo for ~100dmg. For each omitted j.8D~A, subtract 2-3% heat gain.
Oki combos:
Near Corner:
6A (1hit) -> 5D~C -> j.D~B -> land -> 5C -> 9JC -> j.C-> 236B x1 ->3D -> 236B x5
3C-> 236A -> 5D~C -> j.D~B -> land -> 5C -> 9JC-> j.C-> 236B x1 -> 3D -> 236B x5
Oki combo damages:
j.C->5B->3C->... = ~3100
j.C->5B->6A->... = ~2600
2A->2B->6A->... = ~1700
AB2 Finisher:
Corner only:
5B -> 3C -> AB2 -> 6C -> … Route
... -> 7JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 [4800]
... -> 6C -> 7HJC -> 236B x5 -> 9JC -> 236B x5 -> 8JC -> 236B x5 [5200] *works against Valk, Lambda and Bang
...(6C) -> ... -> 7JC -> 236B x5 -> land -> 7HJC -> 236B x5 -> 9JC -> 236B x5 -> 8JC -> 236B x5 [5800]. *works against Makoto, Hazama, Jin, Noel, Litchi, Rachel, Tsubaki, Haku, Mu-12. If the first Cat2 hits all five hits, the combo will be harder.
6B+C -> 4D~A -> AB2 -> 5B -> … Route [~5300]
...-> 236A x1 -> 236C x1 -> 236C x1 -> 6C -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *everybody except Haz/Lit/Jin/Ara
...-> 236C x1 -> 236C x1 -> 6C -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Haz/Lit/Jin specific
...-> 236A x1 -> 236C x1 -> 6C -> 6C -> 7HJC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Arakune specific
Back to corner:
j.A -> 5B -> 3C (2hits) -> [2]8D~B -> dash -> 5B -> 3C -> AB2 -> 6C -> 7JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 [5100]
4B+C -> RC -> [2]C FC -> AB2 -> 6C(6C) -> 7JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 [4400] *does not work against Arakune, Valk, Tao and Litchi. Works against Tager if you HJC.
Midscreen/Near Corner:
2A -> 5B -> 3C -> … Route [~4800 to ~5300]
... -> j.D~B -> 5C -> 236C x1 ->236C x1 -> 6C -> 6C -> 8HJC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Rag/Carl/Bang/Lit/Tao/Haz/Noel specific
... -> j.D~B -> dash 5C -> 236C x1 -> dash 6C -> 8JC (not high) -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Rag/Carl/Lit/Tao/Haz/Noel specific
... -> dash 2C -> j.D~B -> 5C -> 236A x1 -> 236C x1 -> 6C -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Lamb/Mu/Mak specific
... -> 5D~C -> j.D~B -> dash 5C -> 236C x1 -> 6C -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Ara/Haku/Tsu/Tager specific
... -> 5D~C -> j.D~B -> 236A x1 -> 236C x1 -> 6C -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Rachel/Jin specific
... -> dash 236A x1 -> 5D~6 -> j.D~6 -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Bang/Lit/Rag/Tao specific
... -> dash 236A x1 -> j.D~6 -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Lit/Lamb/Haz specific
... -> 5D~6 -> j.D~6 -> j.2D~5 -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Tager specific
2A -> 3C -> AB2 -> dash -> 3C (1hit) -> Cat1 -> 6C -> (dash)6C -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 [4400]
5B -> 3C -> AB2 -> 5D~B -> 5C -> Cat1 -> 6C -> 8HJC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 [5100] *works if you are in the middle of the screen, it'll drop with 2A starter, does not work against Lambda, Noel, Platinum and Tager. Works against Bang if you do the 5B while dashing, works against Valk and Arakune if you delay the Cat2 after the fisrt HJC.
Combo into Astral:
2B -> 6A -> JC -> j.2D~B -> taunt -> AH *works near or back to corner.
4B+C -> AH *works anywhere*
Taokaka's 8k corner combo:
2[C] FC -> [6]C -> 236[C]C -> 5D~A -> j.8D~A (9x) -> 2D~C -> Gold Burst -> AB2 finisher.
Miscellaneous Information:
Heat gain from various starters:
(j.C/j.B)5B -> 3C -> 236CC -> 5D~A -> j.8D~A (5x) - 49%*3x if you use j.C/j.B
(j.C/j.B) -> 5B -> 3C -> 236A -> 5D~B -> 5C -> j.8D~A (4x) – 45% *3x if you use j.C/j.B
6A -> j.8D~A (6x) – 40%
(j.C/j.B)5B -> 6A -> j.8D~A (5x) - 39% *4x if you use j.C/j.B
6B -> 22C -> 5D -> RC -> 6A -> j.8D~A (3x) – 29%
6B CH -> 5B -> 6A -> j.8D~A (3x) - 36%
6B+C -> j.4D~A -> 5D~A -> 5C -> j.8D~A (2x) – 42%
4B+C -> 22C -> 5C -> j.8D~A (2x) – 36%
j.B+C -> 5D~B -> 5C -> j.8D~A (4x) - 43%
6C -> 5D~B -> 5C -> j.8D~A (6x) - 45%
2D CH -> 4D~B -> 5C -> j.8D~A (7x) - 46%
j.D~B -> 5C -> j.8D~A (5x) - 40%
Gold Burst -> 5D~B -> 5C -> j.8D~A (5x) - 42%
j.C CH air-to-air -> 5C -> j.8D~A (7x) - 44% (4447)
j.B CH air-to-air -> j.8D~A (7x) - 42% (4363)
j.4D~A -> dash -> 5B -> 3C -> 236A -> 5D~B -> 5C -> j.8D~A (4x) – 46% (4295)
j.4D~B air-to-air -> 5C -> j.8D~A(10x) - 53% (5073)
Note: For each omitted j.8D~A, subtract 2-3% from the total heat gain.
Credits!
KM Riku for posting all these lovely combos for this thread.
Nikki for assisting Riku in translating said combos.