Throws
http://www.youtube.com/user/LaetabilisCantata#p/u/1/iOE9x0u83co
Fatal CounterHits
http://www.youtube.com/user/LaetabilisCantata#p/u/2/fGlrNSNmD4g
Solo Carl:
6A, SJ.C, J.2C, J.C, Jump Cancel, J.C, J.2C, Allegreto = 2688DMG
CH 6A, IAD, J.2C, Alle~can, SJ.B, J.C Jump Cancel, J.C, J.2C, Allegreto = 2617DMG
CORNER ONLY: CH 6A, IAD, J.2C, Alle~can, J.2C, Alle~can, SJ.C, J.2C, J.C, Jump Cancel, J.B, Allegreto = 2724DMG
CORNER ONLY: CH 6A, IAD, J.2C, Alle~can, 5C, SJ.C, J.2C, J.C, Jump Cancel, J.C, Allegreto = 2855DMG
FCH J.B, 66, J.2C, Alle~can, J.2C, Alle~can, SJ.B, J.C, J.B, Jump Cancel, J.B, Allegreto = 3492DMG
FCH J.B, 66, 5C, SJ.C, J.2C, J.C, Jump Cancel, J.C, J.2C, Allegreto = 3625DMG
AirDash, J.B, J.C, 5B,2B, 3C, IAD, J.2C, Alle~can, 5C, SJ.C, J.2C, J.C, Jump Cancel, J.B, Allegreto = 3616DMG
AirDash, J.B, J.C, 5B, 2B, 6B, Cantible, RC, J.2C, J.B, J.C, 5B, 2B, 3C, IAD, J.2C, Alle~can, 6A, SJ.B = 3312DMG
So, Solo Carl should only spend tension when baiting burst
While opponent is in FC, Carl can still do 2C, A-Vivace, 2C.
5B (BLOCKED), 632146C, RC, 66, 6C(CHARGE), 22]D[, 6C (UB), 5B, 2B, 3C, J.2C, Alle~can, 2]D[, 5C, J.C, 8]D[ (2HIts), 5C, J.B, Allegreto, 8]D[, IAD, J.2C, J.B, 2]B[ (Gains 50% Heat), 5C, 632146C, 8]D[ (During super flash).
The 5C, 632146C does not combo, but this particular set-up gives DMG off off every action the opponent does, with a very few exceptions. (Haku can forward tech & counter the 8]D[, Rachel can forward tech & 8-wind)...
The 2]D[ loop
The timing will only be reliable for de/reactivate after an 8D.
2D loop set ups include, but aren't limited to:
2A > 2B > 3C > IAD Allecan > 5C > j.B > 8D
whatever > 5B > 2B > 2D release > 6B > RC > 5B > 2D hit
Allecan > 5B > 5C > 6D > j.C > 2B > 3C > j.2C Allecan > 2D
6A > sj.B > Allegretto > 8D
blocked sandwich pressure > vivace A > 4D hit > vivace A > forward dash > opponent crosses over > 5B > sj.B > Allegretto > 8D
CON throw > 2D > j.2C Allecan
(more to be included, I'm at work, and trying to do this off the top of my head. Kyle, add more if you can.)
off of any 8D set up, you're going to IAD j.2C+2D release at about Nirvana's chest level. You can let her deactivate after the 8D and reactivate during IAD. In most cases, you're going to get two reps with j.C and one with j.B.
After j.2C 2D release, it's j.C 2D, don't mash this out. Something about this can make nothing come out at all, plus it's smart to know timings for your inputs anyway. You may think you'll have more of a chance to get the right input, but this has caused more problems for me than good. Learn the timing.
Once 2D hits, you're either going to be on the same side as when you started, or your opponent will have bounced over you, no matter.
Same side:
Backdash, repeat. Setup > j.2C 8D > backdash > 9j.2C 2D release > j.C 2D hit > backdash > 9j.2C 2D release > j.B 2D hit...
If your opponent bounces over you, it's because your jC 2D hit a little high, but this isn't a problem.
I would say backdash, and then keep walking. Yes, just hold 4 and D. If they did bounce behind you, you will backdash and walk back to your original side and continue normally. If you don't walk nirvana with you though, the backdash and walk back will have put you out of range for the next 2D to hit, so when re adjusting that set up, remember: you're basically moving the whole set up a little bit further back. This included your opponents higher bounce back, you walking back, and nirvana walking with you. All three must be positioned correctly for you to continue/pick up your combo.
After backdash, just hold 4D, like I said. You'll be moving the set up closer again. Use 9jump and j.1C release 1D for this rep. Yes, 1D. This moves nirvana SLIGHTLY during your j.1C animation, and makes sure that she's in range if you're not sure she walked far enough. This is only a slight movement for her, but helps for added security. We don't want our opponent to tech here, ever.
follow up > j.2C Allegretto > 8D for this is the same, but you want to hit the j.2C a little higher than before, preferably moving nirvana a little closer, as well, with the use of 7jump or 7D input. This is for two hit 8D ender. I usually see it done/get it to work myself by not backdashing for the ender. It helps to stay almost directly under the opponent, then 7j.2C[D] > 214C7]D[. This will hopefully get them to hit the back of 8D, and bounce once more onto the outer shockwave (2nd hit.) It is safe to de/reactivate nirvana here, and the timing of that is completely up to you. I usually see reactivation done right before the jump, or during the j.2C, but this is player preference.
I'll post the whole loop, complete with 3 reps, off of a 2A. This will be the most you can get from 2A, so you're not going to have the option of volante or 4D loops. (I say this, because I fear multiple 2D loops off of moves that prorate well will soon become obsolete, and will be replaced with 8D, Volante, and 4D reps, for optimum damage.)
Since you can't get those reps off of 2A, here is the optimum 2A starter version.
I'll try and make the notation as detailed as possible.
2A > 2B > 3C > 22D > IAD j.2C Allecan > j.B > j.C > 8D & Deactivate > [D] j.2C + 2]D[ > j.C > 2D hit (adjust spacing if needed)> j.2C+2D Release > j.C > 2D hit (adjust spacing if needed)> j.2C+2D Release > j.B > 2D Hit (readjust spacing, stay almost under opponent this time) (Deactivate) > 7j.2C (slightly higher) > j.2C[D] (Nivana reactivation) > 214C7]D[.
A few more details to add onto Kyle/Zong's break down.
-8]D[ & 2]D[ both have (2) different hit effects.
2]D[ hits grounded(opponent too close to the floor) opponent, they launch pretty high
2]D[ hits aerial opponent, they launch MASSIVELY high
8]D[ hits twice simultaneously, no launch, the opponent just falls to the floor
8]D[ hits stagger, launch much higher
In order to do the 2]D[ loops combos, you must get the aerial 2]D[ launch & the 8]D[ staggered hits or release 8]D[ much sooner such that the opponent hits the projectile meaty.
The appropriate starters really depend on the spacing of Nirvana/opponent.
Here's what I find successful:
SUMMON COMBO...2B, 3C, 22]D[, IAD, J.2C, Alle~can, J.B, J.C, 8]D[ (staggered hits), deactivate, reactivate, J.2C...
OPPONENT FAR AWAY NO SUMMON...6A, SJ.B, Allegreto, 8]D[ (Staggered), IAD, J.2C, J.C, 2]D[...
SUMMON COMBO, NIRVANA MUST CONTINUOUSLY WALK BACKWARDS...2B, 3C, 22]D[, IAD, J.2C, Alle~can, J.B, Allegreto, 8]D[ (Hits staggered), deactivate, IAD, Reactivate, J.2C, J.C, 2]D[...
Lastly, for the actual inputs.
-J.2C is input BEFORE 2]D[ is input
-Listen for a rhythm. 1,2,3,wait, 4
7-jump, J.1C, 1]D[, wait, [C]
Character specific grounded BnB's
While striving to preserve Nirvana's health, limit my opponent defensive options
and keep them grounded, I have come up with these BnB. Wether you choose to use 6C
or cantible RC to force them standing is up to the player. Here's a break down of character classes too.
FatAss: Tager, Ada
BigAss: Haku-men, Hazama, Jin, Litchi, Noel, Lambda#11, Mu#12
Weird & fun: Arakune, Ragna, Tao
Shitty: Bang, Carl, Makoto, Rachel, Tsubaki
Carl vs Arakune:
Standing: 5B, 6B, SSJ.2C, Alle~can...
Crouching: 5B, 6B, J.2C, Alle~can...
Carl vs Ada:
Standing: J.B, J.C, J.B (toward or backwards)
Carl vs Bang:
Standing: 5B, 5C, 6]D[, J.2C, J.B, J.C...
Crouching: 5B, 6B, J.2C, Alle~can...
Carl vs Carl:
Standing: 5B, 5C, 6]D[, J.2C, J.B, J.C...
Crouching: 5B, 6B, J.2C, Alle~can...
Carl vs Haku-men:
Standing: 5B, 6B, J.B, J.C, J.B, 5B, 6B, J.B, J.C, J.B...
Crouching: 5B, 6B, J.2C, Alle~can...
Carl vs Hazama:
Standing: 5B, 6B, J.B, J.C, J.B, 5B, 6B, J.B, J.C, J.B...
Crouching: 5B, 6B, J.2C, Alle~can...
Carl vs Jin:
Standing: 5B, 6B, J.B, J.C, J.B, 5B, 6B, J.B, J.C, J.B...
Crouching: 5B, 6B, J.2C, Alle~can...
Carl vs Litchi:
Standing: 5B, 6B, J.B, J.C, J.B, 5B, 6B, J.B, J.C, J.B...
Crouching: 5B, 6B, J.2C, Alle~can...
Carl vs Makoto:
Standing: 5B, 5C, 6]D[, J.2C, J.B, J.C...
Crouching: 5B, 6B, J.2C, Alle~can...
Carl vs Noel:
Standing: 5B, 6B, J.B, J.C, J.B, 5B, 6B, J.B, J.C, J.B...
Crouching: 5B, 6B, J.2C, Alle~can...
Carl vs Rachel:
Standing: 5B, 5C, 6]D[, J.2C, J.B, J.C...
Crouching: 5B, 6B, J.2C, Alle~can...
Carl vs Ragna:
Standing: 5B, 6B, SSj.2C, Alle~can
Crouching: 5B, 6B, J.2C, Alle~can...
Carl vs Tager:
Standing: 5B, 6B, J.2C, J.B, J.C, JumpCancel, J.2C, J.B, J.C, 5B...
Standing: Airdash, J.A, J.A, J.A, J.2C, J.A, J.A, J.2C, J.A, J.A, J.2C, Alle~can, 5B
Crouching: 5B, 6B, J.2C, Alle~can...
Carl vs Taokaka:
Standing: 5B, 6B, J.A, J.2C, Alle~can, 2B, 6B, J.A, J.2C, Alle~can...
Crouching: 5B, 6B, J.2C, Alle~can...
Carl vs Tsubaki:
Standing: 5B, 5C, 6]D[, J.2C, J.B, J.C...
Crouching: 5B, 6B, J.2C, Alle~can...
Carl vs Lambda#11:
Standing: 5B, 6B, J.B, J.C, J.B, 5B, 6B, J.B, J.C, J.B...
Crouching: 5B, 6B, J.2C, Alle~can...
Carl vs Mu#12:
Standing: 5B, 6B, J.B, J.C, J.B, 5B, 6B, J.B, J.C, J.B...
Crouching: 5B, 6B, J.2C, Alle~can...
Ideally, every combo will end in 5B followed by some sort of mix-up. I prefer to use the first (4) options as they continuously leave my opponent in a grounded hitstun.
5B, IAD, J.2C, Alle~can, 5B, 6B, 6]D[. A-Vivace, 5B...
5B, 5C, 63214]D[, Break low/overhead stuff
5B, 5C, 3]D[, Late Air dash, J.B, J.C, 5B
5B, 5C, 6]D[, Late airdash, J.A, J.A, J.A, J2.C, J.B, 3]D[, 5B...
5B, 6B, A-Vivace, 4]D[, A-Vivace, 66, 5B, J.B, Allegreto, 8]D[, IAD, J.2C, J.C, 2]D[...
5B, 6B, 8]D[ (to punish opponent jumps & backdashes)
etc.
A mix-up I was trying desperately to implement was 5B, 5C, ConAnima, A-Vivace, BREAK, J.B, J.C, J.B.
This is a fuzzy guard against:Carl, Ragna, Tager, Haku-men, Hazama, Jin, Litchi, Noel, Lambda#11, Mu#12.
This does not work unless the opponent dedicates them self to guard low. Low blocking after ConAnima BREAK does force standing and can be used as a fuzzy, BUT, the opponent can jump/attack/stand block without additional recovery. In MOST CASES the opponent will be mashing them buttons. =(
FROM ZOOGS
Okay guys here we are. One of the reasons there hasn't been a consolidate list of Carl + Nirvana combos is because he has way too many options and freedoms in his combos (especially when we're talking about his juggle combos). There really are no BnB's when it comes to Carl unless we're talking about solo combos. Another reason is because his combos are so darn obnoxious to type out and describe the many nuances you have to do to make them work.
Any juggle combo you see either in a video or typed out in any post in the Carl threads are merely one's own preference for that particular situation. Look at any of the awesome Carls in AutonomousR's Youtube Channel and you'll see that they don't all do the same combos. You may see the same moves but the order may vary as well. So when I post these combos and you practice them you may find a variant that is easier, or does more damage, or both. That's fine.
There are so many nuances to understand about how the combo system works. Basically I and other Carl players figure these things out by practicing these combos. Only then you'll understand how I developed (or copied) these combos and you'll eventually find yourself making up your own combos from various scenerios.
[D] means you're holding down Drive
]D[ means you're releasing the Drive button. If you see his symbol consecutively then assume that you should be holding down the Drive button by the time you reach the next ]D[.
N-Nirvana's position
O-The opponent's position
C-Carl's position
ex: CON means the opponent is sandwiched between Carl and Nirvana.
---Teleport combos--- (Nirvana can be anywhere)
2A
2A-2B-3C- 22]D[- IAD- j.2C allecan- j.B- j.C 8]D[- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C (you actually wanna let go of the D before you press C)
- After you input the 22D you and nirvana should be on opposite sides of the opponent
A vid showing more damaging options (they're harder):
http://www.youtube.com/user/LaetabilisCantata#p/u/3/EEiJTulK_Zw
2B
2B- 3C - 22]D[ - IAD - j.2C allecan- j.B- j.C - 8]D[- j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- j.B- j.C - 8]D[-j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
2B- 3C - 22]D[ - IAD - j.2C allecan- j.B- j.C - 8]D[- j.2C+]D[- j.C- *2D hits*- 4]D[ - 5C- *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
3C
3C - 22]D[- IAD - j.2C allecan- j.B- j.C - 8]D[- j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- j.B- j.C - 8]D[-j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
3C - 22]D[- IAD - j.2C allecan- j.B- j.C - 8]D[- j.2C+]D[- j.C- *2D hits*- 4]D[ - 5C- *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
Hard but practical
3C - 22]D[- IAD - j.2C allecan- j.B- j.C - 8]D[- j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- 4]D[ - 5C - j.B - *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
More ideas (works on all characters):
http://www.youtube.com/user/LaetabilisCantata#p/u/5/dbzdA6cFiks
Cantible (623C)
5B - 6B - 623C - 22]D[ - 5B - sj.B - j.C - 623]D[ - j.C- j.214C (on some characters you can do a j.2C after the second j.C before doing a j.214C)
Forward throw
5B+C- 22D- IAD- j.2C allecan- j.B- j.C- 8]D[- j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- j.B- j.C - 8]D[-j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
5B+C- 22D- IAD- j.2C allecan- j.B- j.C- 8]D[- j.2C+]D[- j.C- *2D hits*- 4]D[ - 5C- *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
other combos (harder but worth the damage):
http://www.youtube.com/user/LaetabilisCantata#p/u/0/kuMrBVpFcqg
http://www.youtube.com/user/LaetabilisCantata#p/u/8/iOE9x0u83co
Back throw
4B+C- 22]D[- vivace A- 5C/5B- j.B - j.C - 8]D[ - j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- j.B- j.C - 8]D[-j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
4B+C- 22]D[ - vivace A- 5C/5B- j.B - j.C - 8]D[ - j.2C+]D[- j.C- *2D hits*- 4]D[ - 5C- *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
More Ideas:
http://www.youtube.com/user/LaetabilisCantata#p/u/8/iOE9x0u83co
Airthrow
j.B+C- 22]D[- 5C - sj.B- j.C - 623]D[ - j.C/j.2C - 214C
Low to the ground
j.B+C - 22]D[ - 66 (the opponent should now be b/w you and Nirvana)-5B - j.B - j.C -8]D[- j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- j.B- j.C - 8]D[-j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
j.B+C - 22]D[ - 66 (the opponent should now be b/w you and Nirvana)-5B - j.B - j.C -8]D[- j.2C+]D[- j.C- *2D hits*- 4]D[ - 5C- *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
More ideas:
http://www.youtube.com/user/LaetabilisCantata#p/u/1/MWWW2vKPT-Q
http://www.youtube.com/user/LaetabilisCantata#p/u/8/iOE9x0u83co
---CON---
2A
2A- 2B - 3C - (j.2C+]D[- j.C- *2D hits*)x2 - *- j.2C+[D]- 2147]D[+C
2B
2B - 3C- j.2C allecan- j.B- j.C- 8]D[- j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- j.B- j.C - 8]D[-j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
2B - 3C - j.2C allecan- j.B- j.C - 8]D[- j.2C+]D[- j.C- *2D hits*- 4]D[ - 5C- *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
2B- 3C- j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- 4]D[ - 5C - j.B - *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
4D
Have Nirvana do 4D. Right before you the first hit of her 4D hits the opponent A vivace behind the opponent to cross them up. Then A vivace back to your original position. After this dash away from Nirvana then do- 5C/5B - j.B - j.214C- 8]D[ - IAD - j.2C+]D[- j.C- *2D hits*- 5C - 421]D[ - j.2C allecan - j.B - j.C - 8]D[ - j.2C+]D[- j.B- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
8D
8]D[ - j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- 4]D[ - 5C - j.B - *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
Unblockable hits
Perform a ground combo or blockstring that leads into a setup where Nirvana hits the opponent with 2D and Carl hits the opponent low with either 2B, 6B, or 3C. If you were initially doing a ground combo time it so that unblockable setup does not combo from the previous ground combo. Also make sure that the 2D hits last
2B/6B/3C - 2D - j.2C allecan - 5C - 421]D[ - j.2C allecan- j.B- j.C - 8]D[-j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
2B/6B/3C - 2D - j.2C allecan - 5C- 421]D[- j.2C allecan- 4]D[ - 5C - j.B - *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
Forward Throw
5B+C - 2]D[ - j.2C allecan - *2D hits* - j.2C allecan - 5C- 421]D[- j.2C allecan- 4]D[ - 5C - j.B - *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
5B+C - j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- 4]D[ - 5C - j.B - *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
Airthrow
j.B+C - 2]D[ - 5C - *2D hits* - 5C- 421]D[- j.2C allecan- 4]D[ - 5C - j.B - *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
---NCO---
These combos assume that Nirvana is really close behind Carl. In some situations while you are doing Carl’s part of the combo you’ll need to walk Nirvana forward some:
Cantible (623C)
5B- 6B - 623C (walk Nirvana forward if needed) - 2]D[ - 5B - *2D hits*- Vivace B - 5C- 421]D[- j.2C allecan- j.B- j.C - 8]D[-j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
Airthrow
j.B+C - 2]D[ - 5C - Vivace A/B - 5C- 421]D[- j.2C allecan- j.B- j.C - 8]D[-j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
j.B+C - 2]D[ - 5C - Vivace A/B - 5C- 421]D[- j.2C allecan- 4]D[ - 5C - j.B - *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[
Other ideas:
For more airthrow combos as wells as the front and back throw you can use the same combos from the teleport section. You just don’t have to do 22D. =)