^ probably j.H -> adf.2H -> pin, land, 6H as an ender is what he means. And I really like this option, honestly. It functions closely to say, testaments #R GD loops, where knowing the right distance for it is just something you get used to (in fact, probably much easier with millia). I like the idea of using it off say, a lone 6K. Replacing 236236S where appropriate.
edit - just using this space to keep a log of stuff.
First thing first: ridiculously easy universal combos.
midscreen:
2K-S-2H (n)j.S-H ADF j.H ADF j.2H
Works on everyone except Baiken, Bridget, Dizzy, Jam, and Johnny. Does 102 damage on Sol.
Some characters require a neutral (8) jump after 2H. Which is fine, anyone that can get tagged by nj.S-H makes the combo braindead easy.
For Baiken, Bridget, and Jam, Dizzy...
(midscreen) 2K-S-2H j.K-H ADF j.H ADF j.2H
bridget = 98 damage (easy), baiken 108 damage (easy/medium), jam = 97 damage (very easy), dizzy = 105dmg (very easy)
...and johnny:
(midscreen)2K-S-2H j.S-H ADF j.2H
94 damage (very easy).
best i could find in the "easy" range of combos on johnny that doesn't use relaunches, pin, badmoon, or tension. However...
(midscreen)2K-S-2H j.S-H ADF j.2H land S-2H j.S-H ADF j.H ADF j.2H(2hits) j.236P will work. Easy/Medium difficulty. 118 damage. Probably more useable.
and now some real combos:
midscreen relaunch...
2K-S-2H (n)j.S-H ADF j.H ADF j.2H land S-2H j.S-H ADF j.H ADF j.2H
2K-S-2H (n)j.S-H ADF j.2H land S j.K-S-H ADF j.H ADF j.2H
^top one doesn't work on some character when approaching corner. Bottom one works anywhere on the characters that it works on at all.
midscreen relaunches for lights...
2K-S-2H j.K-H ADF j.H ADF j.2H land S-2H j.H ADF j.H ADF j.2H
on may, i-no, and jam
2K-S-2H j.S-H -> ad.2H land S-2H j.H ADF j.H ADF j.2H
on i-no, dizzy, and millia
2K-S-2H IADF j.2H land S-2H j.H ADF j.H ADF j.2H
bridget and kliff
...
robo-ky
2K-S-2H IADF j.P-2H land S-2H j.S-H ADF j.H ADF j.2H
...
characters that you can't do 236H, 2S nj.D(L) to:
aba, dizzy, ky, robo-ky, and zappa
more notes:
apparently, some of the lightweights get hit very easily by 2 things...
1. 2H IADF j.2H.
2. j.2H land 2H.
here's a combo on jam that isn't going to make it into the above guide for awhile:
236H, 6K (disc hits), dash in deep S2H (7)j.H ADF j.2H(L), land, 2H (n)j.H ADF j.H ADF j.2H
I have some updates for the OP that should probably replace what is there:
for dizzy corner pin combos...
2S-2H j.SH-214H ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H works
236H, 6K (disc hits) S2H njH-214H(L) ADF(L) j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H works.
6K-236S, P j.KH-214H ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H too.
So yeah, gonna work on the 2 SGs + setups.
edit - zappa double relaunch into pin 6H ender =D
fullscreen (or anywhere) -
2KS2H j.SH ADF j.H ADF j.H land S j.SH (ADF j.H) ADF j.SH land j.KSH ADF j.H ADF j.2H(2)-214S land 6H
edit - ^ the above combo structure is replicable in other combos, such as the following:
r.2KSH2D-214S(whiff)~214D IADF j.D land r.2H j.SH ADF j.H ADF j.SH land j.KSH ADF j.H ADF j.2H(2)-214S land 6H
Similar on testament in the corner:
2S2H j.SH ADF j.H ADF j.SH land 2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H(2)-214S land 6H (180 damage). Corner only this one =<
but the other one above for zappa off 2KS2H works on testament too (176 damage)
also, a 50% tension combo on zappa in the corner:
2S2H j.S-236D dj.D(E) ADB(L) dj.D land r.2H j.H-236D dj.D(E) ADB(L) dj.D land IADF j.H ADF j.2H (223 damage; 248 damage from 5S instead)
this lead to this other combo (25% + pin):
2S2H j.S-236D dj.D(E) ADB(L) dj.D land r.2H j.H-214H ADF(E) j.D ADB j.D land IADF j.H ADF j.2H (216 damage; 241 damage from 5S instead)
edit- well, apparently 3 j.Ds are possible on zappa, and actually make his corner pin combos easier
goes like this now: 2S2H j.S-214S dj.D ADB dj.D land IADF(E) j.D land S2H j.H ADF j.H ADF j.2H (201 damage from 2S, 223 from 5S)
update: the 3 j.D setup works on more of the cast, compiling a list:
Testament(Hard), Johnny(Easy), Slayer(easy), Jam(Medium), Axl(Very Easy), Anji(Very Easy), Order-Sol(Medium), Eddie(Easy), Potemkin(Very Easy), Faust(Easy), Justice(Easy), Millia(Medium), Sol(Medium)
also, found my first reusable pin pick-up combo from the above combo:
2S2H j.S-214S dj.D ADB dj.D land IADF(E) j.D land (pick up pin)S2H
^requires very strict timing, and only possible on specific characters as written.
Also, 236H, 2S nj.D(L) land 6H-236S 6P j.SH is a real combo, and it does real damage.
Full/midscreen pin/FBdisc combos:
on...
-zappa-
into 236H:
j.214S j.D ADB(E) ADF(E) j.D land r.2H j.SH ADF j.H ADF j.2H (doesn't work from actual fullscreen, but just outside to right outside the corner, it works fine)
j.S-214S ndj(L).D ADF(E) j.D land r.S2H j.H ADF j.H ADF j.2H (doesn't work too close to the corner, but does from fullscreen to about a little past the center)
j.S-236D dj(L).D ADF(E) j.D land r.2H j.SH ADF j.H ADF j.2H
-sol-
yo midscreen double relaunch into 6H ender
into 236H: r.S2H j.H ADF j.H ADF j.H land S j.SH ADF j.H ADF j.SH land j.KSH ADF j.H ADF j.2H(2)-214S land 6H
--this can be done on quite a few people, and is probably the combo of choice when you want corner carry from midscreen to end in 6H. So far, I haven't found one that will knock down an opponent without 6H.
Dustloops
-Faust-
The "best" dustloop on faust, using pin:
corner combo into 2H j.SH-214H ADB(L) j.D ADF(L) j.D land [j.D ADB(L) j.D ADF(E) j.D land]x2 (n)j.D ADF j.D(L) land 6H
Here's a vid a dude recorded off his vita:
http://www.youtube.com/watch?v=8cc48BAEVV0
This isn't an easy combo, by any stretch. You probably won't use it, and timing takes forever to get used to.
Here are the easiest high damage dust loops on faust below. Corner Only...
Into 2H: j.SH-214H ADB(L) j.D ADF(L) j.D land j.D ADB j.D land j.D ADF j.D land 6H (214 damage)
Into 2H: j.S-236D nj.D land j(L).D ADB j.D ADF j.D land nj.D ADF j.D(L) land 6H (238 damage)
Into 236S: 6P j.KH-214H ADB(L) j.D ADF(L) j.D land j.D ADB j.D land j.D ADF j.D land 6H (181 damage)
Into 236S: 6P j.KH-236D ndj(L).D land j.D ADB(L) j.D land j.D ADF j.D(L) land 6H(184 damage)
Into 236H: S2H j.H-214H ADB j.D ADF(L) j.D land j.D ADB(L) j.D land j.D ADF j.D(L) land 6H (190 damage)
Into 236H: 2H j.H-236D ndj.D(L) land j.D ADB(L) j.D ADF j.D land j.D ADB(L) j.D land j.D ADF j.D(L) land 6H (217 damage)
Corner 5D: homing jump D (wait) j.D ADB(L) j.D land rj.D ADB(L) j.D land j.D ADF j.D(L) land 6H (215 damage)
Corner 5D: homing jump D (wait) j.D ADB j.D land nj.D ADF j.D land bj.D ADF(L) j.D land 6H (215 damage)
(there's a standing dust combo that does 245, but it's a quite a bit harder).
Nevermind! I have an easy 240 damage one in the corner for ya:
5D homing jump D (wait) j.D ADB j.D land nj.D ADF j.D land bj.D ADF(L) j.D land 2H j.SH-214H ADB j.D ADF j.D land 6H (240 damage) (Easy)
NEW!!
Broke the 300 damage mark on faust with 25% and no pin.
in the corner...
S2H j.S-236D nj.D(L) land j(L).D ADB j.D ADF j.D land j(L).D ADB j.D ADF j.D land j(L).D ADB j.D ADF j.D land bj.D ADF j.D(L) land 6H (302 damage)
^basically 3 reps of [j.D ADB j.D ADF j.D] instead of 2.
And Nakamura's midscreen dustloop gives us this possibility (though he only did a partial loop in the recent vid). It's pretty specific about starting position, though it's possible from different spots with different sequences of moves, or using nj instead in some cases, but here's one if you start it from just on the other side of opponents starting position(iad over at the beginning of the round, land, combo. That's the position this works from):
S2H j.SH ADF j.H ADF j.H-214H j.D land j.D ADB j.D ADF j.D land j(L).D ADB j.D ADF j.D land nj.D ADF j.D(L) land 6H (237 damage)
changing things like, say, the j.SH into nj.SH, or removing one of the j.H's, will get you the same combo from slightly different spots. From certain spots, it'll work if you do nj(E).D(E) late ADB j.D to start it off.
It also works off of 236D from the same spots, and is actually less picky about where you start since it allows for rj.D to start it fairly easily:
S2H j.SH (ADF j.H) ADF j.H-236D land ®j.D ADB j.D ADF j.D... this variation does around 248 from S©.
NEW!!
dustloop in the corner on faust with no pin or tension =D
236H, 2S (hits) (n)j.D ADB j.D land j.D ADF j.D ADB j.D land nj.D ADF j.D(L) land 2H(L) j.SH ADF j.H ADF j.2H (260 damage)
So this takes a little explaining. after 2S hits, you are jumping regardless. point blank, you nj. outside throw range, you jump forward. This gets easier, the closer the disc and 2S hits are. After that, it's usually dustloop timing, but make sure you are doing the first ADF j.D pretty quick, or the ADB j.D will either whiff, or you won't get it out in time.
-Potemkin-
Slightly harder to dustloop than faust, cuz pot hitbox isn't as massively tall in the air. But at any time, a regular ender is possible without any grief if you find your positioning is wrong.
MarkoftheGear dude haz the combox:
http://www.youtube.com/watch?v=qhzyYpcAasA
The above: low ADF j.S land S2H j.SH-236D dj(L).D ADB(L) dj.D land nj.D ADF j.D(L) land j.D ADB j.D ADF j.D land j.D ADB j.D ADF j.D land 6H (Medium)
Some variations meant for general consumption:
S2H j.S-236D dj.D ADB(L) dj.D j.D ADF(L) j.D land 2H j.SH ADF j.H ADF j.2H (215 damage) (Easy)
S2H j.(S)H(L)-236D(L) ndj(E).D(L) land j.D ADB j.D ADF j.D land j.D ADB j.D ADF j.D land j.D ADF j.D(L) land 6H (238 damage) (Medium)
still workin on it...
NEW!
Easiest dustloop on potemkin, hands down:
corner S2H 741236D [land j.D ADB j.D ADF j.D] x 4 ->> land 66H (261 damage)
...and has the damage. SCORE. Bonus points for auto-baiting burst from the 2H LOL.
edit - Ok, time to figure out simple 6H/pin/etc stuff from short combos and the like, and discuss close and far SG/FBSG setups...
First thing first, you can use both H and D when you do 214D (FBSG), so to help with the smaller window to create a sequence, you can alternate between them
such as this: 6H-214D(2H 8D 2H 8D)
Takes a bit of practice, but this helps tremendously in getting fluidity and precision in your inputs for FBSG.
gatling into maxrange 2D-214D(3H 9D 3H 9D)
The setup from 2D is a godsend. Now, for the price of 25% tension, you can have some of the most nail biting mixup in the game off a situation that would normally only net you a 2D roll H/Ddisc at best. If this isn't meaty, it might as well be. They can't get airborne against it! Not even chipp/millia.
"CLOSE" FBSG setups (midscreen):
So against sol, here's a short list of setups with FBSG that work midscreen...
Into 2H: j.SH ADF j.2H(2)-214K land, 214D(2H 9D 3H 9D)
If you have a square gate, this is pretty easy. And like the one from 2D, the opponent is covered with blue ball before he even goes active.
(corner):
The Sequence is pretty braindead, so this will likely be your go to OKI off throw in the corner.
Thrown: r.S2H j.SH ADF j.H ADF j.2H(1)-214K land 214D (1H 9D 1H 9D)
This is completely meaty, you can just wait a moment before going in, and still get mixup, or get the combo should they press a button.
With this pattern, all the hits will combo if they fail to block anything, but half the time, the SG is off screen. Which means if you do a pattern that creates a gap (like 1H 9D 3H 4D), you can get a throw when they'd be expecting to block the SG, do a mixup/frame trap, and airdash over right as it comes back during 4 and either get some airdash mixup, or a combo when they didn't block the 4. There is one thing about this setup that is restrictive. You are close enough to get hit by DPs. Luckily, this is the corner, just backdash or jump forward FD or just block until SG tags them before you start your mixup against characters with problematic reversals.
I haven't found a "close" SG setup that works for 214H except max height 6H and j.214K, and they are not meaty, the opponent can get airborne before you can either poke them, or the SG hits them. Still might be good against characters with no reversals, like it's always been. Also good for harassment still.
edit - speaking of johnny...
EASY JOHNNY COMBOS THAT KNOCK DOWN.
First and foremost, get used to using 2366H/D(buffering a dash onto disc) after knockdown j.2H, and in the corner, after a badmoon.
corner 6K-236S K j.KSH ADF j.H ADF j.2H(2) land S2H j.SH ADF j.2H-236P (or just j.2H-214K into FB SG... just don't do it TOO quick, or the first hit of SG will whiff. This variation works in all places where 236P would)
Alternatively, these all work as well, but aren't quite as easy:
corner 6K-236S K j.KSH ADF j.H ADF j.2H(2) land S2H j.SH ADF j.H ADF j.S2H(2)-214S land 6H
or
corner 6K-236S K j.KSH-214H ADB(L) j.D land [r.2H j.SH ADF j.2H-236P/214K] or [r.6H]
or
corner 6K-236S 6P j.SH ADF j.2H-236P/214K <-- only 2 hits required for KD with 214K
or
corner 6K-236S 6P j.SH ADF j.2H land S2H j.SH ADF j.2H-236P/214K
or
corner 6K-236S j.KSH ADF j.2H(L), but this is more difficult.
K j.KSH will hit from distances that cause 6P to whiff. The haircopter' at the end is done with delay between it and the airdash preceding it, so that you are able to land and hit them with S2H.
alternatively, you can also do 6K-236S K sj.KSP2H-214S land 6H for something even more brain dead than the first listed combo, but it does pretty crummy damage =/
ending with 236P in the corner means you should use 2366H/D to get close enough. Also, when you get j.214K as an ender, you can still use that to set up a meaty disc.
Into 2H?
midscreen...
2KS2H j.S(L)H ADF(L) j.2H (land S2H j.SH ADF(E) j.2H-236P/214K) <- optional relaunch
corner...
2S2H j.KSH-214H ADB(L) j.D land r.2H j.SH ADF j.2H-236P/214K
fullscreen combo that's actually pretty easy:
2K [s2H j.S(L)H ADF(L) j.2H land] x 2... then S2H j.SH ADF j.S2H(2)-214K land 6H
There's also this:
2S2H sj.KSP2H-214S land 6H or 236P
... if you want to keep it simple.
Into 236H?
r.S j.KSH ADF j.2H (land S2H j.SH ADF(E) j.2H-236P/214K)
or
r.S2H j.SH ADF j.2H land S2H j.SH (ADF j.H) ADF j.2H-236P/214K
or
r.S2H j.KH ADF j.2H-236P/214K
Throw?
Teyah has it right, r.S2H j.KH ADF j.2H-236Pdone. Deviating from that is a massive headache. Learn it.
OTOH, this variation works midscreen from "into 236H", which makes it a fall back combo. Sweet. The follow up is literally the same, and lenient. Oh, and the badmoon at the end is always "slightly" delayed after j.2H hits for the 3rd time, otherwise is has a chance of hitting johnny too many times, and popping him up too high. Also, the j.KH can't be (E).
Another way to end combos that you didn't get the right positioning for to get KD... you can land from your relaunch into S/H-214S~214D. You may have to tack on 6H. This happens to be important against johnny. Same with pin and and 236D.
edit - So after milling it around and watching some of nakamura and woshige, I think I've settled on some combos for johnny...
corner
throw r.S j.KSH ADF j.2H
throw r.S2H j.SH ADF j.H ADF j.2H land S j.KSH-214S dj.D(L) land 6H (only has to be against wall after relaunch)
6K-236S 6P/5K j.KSH ADF j.H ADF(L) j.2H(2)-236P(L)
6K-236S 6P/5K j.KSH ADF j.H ADF(L) j.2H(2) land S2H j.SH-214S(L) dj.D(L) land 6H
236H 6K/2S S2H j.SH ADF j.H ADF(L) j.2H(2)-236P(L)
236H S2H j.SH ADF j.H ADF j.2H land S j.KSH-214S dj.D(L) land 6H (only has to be against wall after relaunch)
2S2H j.S(L)H ADF j.2H (S2H j.SH ADF j.2H-236P)
2S2H j.S(L)H ADF j.2H land S j.KSH-214S dj.D(L) land 6H (only has to be against wall after relaunch)
*for each combo above ending in 6H, you can change the j.KSH-214S dj.D to j.PKSH-236D ndj.D
midscreen
throw r.S2H j.KH ADF j.2H-236P(L)
236H 6K/2S r.S2H j.KH ADF j.2H-236P(L)
2KS2H j.SH ADF j.2H (land S2H j.SH ADF j.2H-236P)
This is what I'll be going with for the time being. I may switch the 6K combo to 6P j.S at some point when I'm more comfortable with that JC, but this is pretty solid. All 236P's can be 214K's if you want better oki. 236D can be applied after any ADF j.H in the corner, dash out of the corner, and hit 6H and either roll 236H/D or cancel it into 214D. At midscreen, it works too, depending on where you are.
corner combo on johnny...
corner: S2H j.(L)214S j.D ADB j.D land IADF j.D land 6H (192 damage) (Easy)
...you can turn it into a full combo too, but it gets bumped to medium:
S2H j.214S(L) j.D ADB j.D land IADF j.H land 2H(L) j.S(L)H ADF j.H ADF j.2H(2,L)-236P (225)
^(NEW)extention to the above:
S2H j.214S(L) j.D ADB j.D land IADF j.D land 2H j.H-236D ndj.D(L) land -walk forward- -pick up pin- 2H bj.H-214S ADF(L) j.D land 6H (247 damage, 25% tension)
takes some getting used to, but i'd put it at between medium and hard.
Another version, which does 248:
S2H j.214S(L) j.D ADB j.D land IADF j.D land 2H j.H-236D nj.D(L) land -walk forward- -PUP- 2H nj.SH ADF j.H ADF j.2H(2or3hits)-214S land 6H (248 damage, 25%)
These represent some pretty freakish damage against someone like johnny, and very efficiently costed to boot. It's like taking one of his combos, and bashing him over the head with it *thumbs up* You can still get comparative damage with this setup:
S2H sj.S-214S j.D ADB(L) j.D land IADF j.D land 2H j.H-236D ndj.D(L) land -walk foward- -PUP- 2H nj.SH ADF j.H ADF j.2H(2or3hits)-214S land 6H (230 something, 25%)
and just to clarify, johnny's "regular" triple dust variation is braindead:
S2H sj.S-214S j.D ADB(L) j.D land IADF j.D land 2H j.SH ADF j.H ADF j.2H-236P (223 damage) (easy)
6K-236S 6P sj.S then same as above.
236H 6K S(2) sj.S then same as above.
for all the triple j.D combos above, the easiest ender I've found is, starting from the pin pick up, 2H (b/n)j.SH ADF j.S2H(1)-214S land 6H. Only 3 less damage, might as well use it instead of the others. There is some leeway here for more reps, still working on it.
I'm sure there are more variations that I could squeeze some higher damage out of, i'm just not sure what yet.
Other random Johnny combos:
midscreen or fullscreen, you can do a faux bounce from the ground. Not really practical, but funny:
S2H j.S2H-214K j.D land r.S2H j.SH ADF j.S2H(2)-236P
^ you do the dash® late, because you have to wait til johnny bounces off the edge of the screen.
was experimenting with the S(L) j.K(L)SH ADF j.2H knockdown, and found a couple places where it works on him:
corner 6K-236S 6P j.SH ADF j.2H land S(L) j.K(L)SH ADF j.2H (147 damage
...
-millia-
in corner...
6K-236S 6P j.SH-214H ADF(SL) j.D(E) ADB(SL) j.D(SL) land IADF(E) j.D(E) land (pick up pin)2P...
^ nix the above. The timings in the ADF j.D ADB j.D land IADF j.D all have to be almost frame perfect to allow enough time to pass so you can pick up the pin on millia. And the 2P pickup has to be at the last possible moment as well. A solid "hard".
File that one away for now. I'm sure there's someone this set up works on without the need for such precision, but in any case...
triple j.D combo on millia:
I picked millia to start, because she's kinda middle road difficulty for these setups. These combos are solid medium difficulty when taking KD into account.
Into 2H: j.SH-214H ADF j.D ADB j.D land IADF j.D land 2H j.H ADF j.H ADF j.2H (236 damage)
^the j.SH-214H ADF j.D are all done as soon as possible. Especially the ADF j.D. You want to airdash out of the 214H and put the j.D out immediately so that it falls onto millia, and then wait a moment and do a ADB j.D. The IADF j.D should also be done asap. If you did this right, the rest of the combo sorts its self out with a bit of timing, just make sure you hit the 2H at a height where j.H ADF j.H won't whiff, and delay the ADF j.H slightly, and immediately airdash into a delayed j.2H. This sounds harder than it is, but you do have some leeway, and it can be done consistently. You can also do the 2H super late, and get a j.SH ADF j.H instead, but I feel the KD was harder that way.
The setup works much easier with aerial 236D, which nets you a LOT of damage on millia. From 2S, you get 254 damage. From close slash-2H, you get 281.
That combo:
Into 2H: j.H-236D dj(E).D ADB(L) j.D land IADF(E) j.D land 2H(L) j.SH ADF j.H ADF(E) j.2H(L)
This same setup is possible from the other combo starters as well.
Adding one more 236D can up the damage to 299:
S2H j.H-236D dj(L).D ADB(L) dj.D land IADF(E) j.D land 2H(L) j.H-236D dj.D ADB(L) dj.D land IADF j.H ADF j.2H (299)
The combo above works with just 25% + pin this way:
S2H j.H-236D dj(L).D ADB(L) dj.D land IADF(E) j.D land 2H(L) j.SH-214H ADF(E) j.D(E) ADB(L) j.D land IADF j.H ADF j.2H (293)
Here's a triple dust on may that's actually fairly easy:
corner 2S2H j.SH-236D dj(E).D ADB(L) dj.D land IADF(E) j.D land 2H(L) j.H ADF j.H ADF j.2H (224 damage) (Medium)
there's also a quardruple j.D combo, but I'll post it up later when I'm done messing with it.
here is the one I'm getting most consistently:
S2H j.S-236D dj(E).D(E) ADB dj.D land nj.D ADF(L) j.D land (n)j.SH ADF j.H ADF j.2H (257 damage) (Medium)
Pretty swank. Dustloop on a lightweight, yus.
As far as "I need to do damage consistently and I have the meter/pin for it" stuff...
On May, and other lightweights, this is pretty simple, and does good damage in the corner (pin + 25%):
2S2H j.SH-214H ADF(E) j.D ADB(L) 236D land IADF j.D land 6H (205 damage) (Very Easy)
2S2H j.SH-214H ADF(E) j.D ADB(L) 236D land IADF j.D land j.SH ADF j.H ADF j.2H (213 damage) (Easy)
corner combos from 236H 2S nj.D(L):
on sol...
236H 2S nj.D(L) land 6H-236S 6P j.SH-214H ADF j.D ADB(L) j.D land IADF j.2H (214 damage) (Easy)
new pin pick-up combo! On may in the corner, but it's hard:
S2H j.SH-214H ADF j.D ADB j.D land nj.D ADF j.D land (pick up pin)2H nj.H-214H ADB j.D ADF j.D land 6H (248 damage for no tension)
j.S through ADF j.D are all as soon as possible, or else your ADF j.D won't be "above" may enough for the ADB j.D to hit at the right height, or at all. the ADB is slightly delayed, the j.D is slightly delayed, and this gives you the spacing to make the nj.D into late ADF j.D without it crossing her up. Then pick up the pin while waiting to do a slightly delayed 2H. After the 2nd 214H, the ADB is slightly delayed into a quick j.D, and then delay the ADF, followed quickly by j.D, land 6H or 66H (very tight for dashing).
There are easier pin variations in the corner for may, thankfully.
S2H j.SH-214H ADB j.D ADF j.D land j.D ADB j.D land IADF j.D land pin pick up 2H j.SH-214H ADB j.D ADF j.D land 6H
12/09/13 - new
So I've been messing around with some stuff on johnny (take a guess why), and I moved over some of the stuff I was working on for him to other characters.
The combo I came up with for johnny is fun, might as well mention that too:
corner S2H j.S-236D dj(L).D ADB(E) j.D(L) land IADF j.D land 2H(L) sj.S-214S j.D ADB(E) j.D(L) land IADF j.D(believe it) land 6H (253 damage). More is possible, but that's as far as I've figured out. Also, a single triple rep can be ended with TK badmoon as a knockdown, which actually gives a sliver of space behind the opponent after KD. Gives me dirty thoughts.
Just to point out, here's the corner triple dust combos on johnny, both 25% pinless, and +pin combos that end in tk badmoon:
2S2H j.S-236D dj(L).D ADB j.D(L) land IADF j.D land 2369P (192 damage)
6K-236S 6P j.SH-236D dj.D ADB j.D(L) land IADF j.D land 2369P (173 damage)
236H 6K S2H j.H-236D dj(L).D ADB j.D(L) land IADF j.D land 2369P (175 damage)
2S2H sj.S-214S j.D ADB j.D(L) land IADF j.D land 2369P (174 damage)
6K-236S 6P sj.S-214S j.D ADB j.D(L) land IADF j.D land 2369P (160 damage)
236H 6K S(2) sj.S-214S j.D ADB j.D(L) land IADF j.D land 2369P (156 damage)
236H 6K 2H sj.S-214S j.D ADB j.D(L) land IADF j.D land 2369P (166 damage)
Apparently, the sj.S-214S j.D ADB j.D land IADF j.D works on a TON of characters, and is way easier to get triple dust reps with. The key is that you cancel into ADB early, and hit LATE with the j.D afterwards. The farther you are from the opponent when you hit them, the better, since the opponent techs later the earlier the wall bounce happens.
So for example, on sol in the corner:
S2H sj.S-214S j.D ADB(E) j.D(L) land IADF j.D land 2H(L) j.SH ADF j.H ADF j.2H (225 damage)
I'll slowly be reworking all the listed combos, and replacing the current triple dust variations where possible.
Oh, some other johnny combox:
midscreen S2H nsj.S-214S j.D ADF(L) j.D ADF(L) j.D land S(L) j.K(L)SH (ADF j.H) ADF j.2H(2)
and a note to add to the main combo section of johnny: when you do a low airdash string in S2H, the j.SH to follow might whiff(the j.H that is), making it sorta unreliable. While it's less damage, you can IADF P2H. Usually, I'll do S-236S 6P whatever, but the IADF P2H can dodge improperly time bursts, while 236S makes you a dog to bursts.
The other thing I'll update the guide with is variations on throw combos for angled lightweights that don't require j.2H land 2H. Thanks to stinkymonz for the heads up:
throw r.S(f) j.KS ADF j.2H-236P(L) (92 damage on bridget). The j.S ADF j.2H will only connect very early on, just like 2H IADF j.S2H. It's easier to hit though, probably due to the ADC not being an IAD.