I guess it's hard to understand for anyone, but me..
Basically the ideal progression is Starter > BnB-Launcher > BnB-Groundblades > BnB-Airblades.
Some Starters go directly to BnB-Airblades.
Everything under BnB is interchangable and to be used depending on distance.
You can kind of build your combo with these.
Of course, everything can be skipped and you can start the combo at any point as the situation fits.
To be honest, I never even thought about using Gravity for mixups, that's awesome!
I edited my post, but it might be better if I just delete the mixup section,
since it's way too complicated to properly state in this format.
Thanks, both of you!
I'm not pro by any means, but I like to make flowchart like notes on what works for me.
Maybe it helps someone new starting out:
Starter:
236D~C~214C / 214[D]~214B/C>66
>5B>5C>(2C)>BnB-Launcher
>5B>6A>5C
>BnB-Launcher
>2C>BnB-Launcher
>6C~66>5B>5C>BnB-Launcher
4DD>5DD>BnB-AirBlades (Meaty)
236D>RC>5DD>6D>2DD>BnB-AirBlades (Meaty)
[6DD>2DD](x2)>BnB-AirBlades (Far) // '(x2)' optional BnB: Launcher:
Close: 214D~C~214A / 214D~214B / Throw / 623C(close)
Far: 214[D] (~214B/C>66>5B>5C>2C)
GroundBlades:
Close: 2DD>5DD>6D>2DD
Far: [6DD>2DD](x2) / [4DD>2DD](x2) // '(x2)' optional AirBlades:
Close: j2DD>j5DD>j6DD > dj2DD>dj5DD>dj6DD>214D
Far: j5DD>j6DD>j5DD > dj2DD>dj5DD>dj6DD>214D
Mixup:
Close:
2B/2C
>TK j214D/[D] (high)
>2B/3C (low)
Normals>214A/B/C
>TK j214D (high) >2B/3C (low)
Far:
5DD >4DD (high) >236D~C (low) 4DD>214A/B/C >4DD (high) >236D~C (low)
Tips:
To combo 5DD/4DD into 236D~C the opponent has to be right on where it spawns.
Some Notes:
BnBs:
2C>5C>jB>jC>[8]2A>2C>[2]8B
or 2C>5C>j>jC>[8]2A>2[C]>2]B[>2A>2B>2]C[>[2]8B
[8]2B>66C>5A>jA>jB>jC>jA>jB>[8]2A>2C>[2]8B
or in corner [8]2B>5A>5B>jB>jC>jA>jB>JC>[8]2A>2C>[2]8B
or in corner [8]2B>5A>5B>jB>jC>FF>[8]2C>[2]8B (100 meter)
..[2]8B(while falling)>
- [4]6A>6D
- [4]6A/B
- 6D
Blockstring Resets/Mixup:
To get to In-Phase:
(j)6D(Crossup)>jC>
- j[8]2B (high)
- jC(Crossup)
- 2C (low)
- Throw
66C>
- (Crossup)>[4]6B
- FF
- CS
- 2]A/B/C[ (Fragment)
After (j)6D(Crossup)>jC>(jC(Crossup)>) or 66C(Crossup)>[4]6B> or 66C>CS/2]A/B/C[>
use 2C[4]>5C>5B> to safely transition to Out-Phase:
5[A](whiff)>
- 66C>2]A[ (Fragment)
[4]A(whiff)>
- [4]6A>2C>5C>2]B[ (Fragment)
- (j)6D(Crossup)
- 66C
To get back to In-Phase.
Use 5A while zoning to charge!
Gain GRD through Concentration(D) behind Fragments!
High: jA, jB, [8]2B
Low: 2C
Reversal:
If you get to block low for 53 frames, [2]8A
Easy combo in VO:
66C>FF>[8]2C>CS(on ground)>[6]4C>IW
Edit: Changed some stuff, hope it's not too complicated.