Thanks guys for the advice but your replies mainly explain the what-s and not the How?-s of the mechanics. It may be my bad, but I forgot to mention that I'm not that much of a beginner( I understand BB (BB= Black Beat here) is invalid combo) but not HOW exactly they happen (Why loops can't have more than 2-3 reps? Why can't I do Millia's j.K into j.D? How is untechable time calcualted / does it have a formula?) For me, the joy IS in doing combos, but it isn't really unique when everyone else does them online isn't it? I'm mainly asking for technical data / explaination and headers here. Don't get me wrong, the advices were good and useful, but some (like the BB) isn't new to me. For instance, a Sol combo I've never seen anywhere else online : (optional cr.K), c.S,f.S,5H, (HS)Fafnir, RC, run, Wild Throw into SW loop. (Please rate it ) TLDR: Good pieces of advice but they don't explain WHAT makes combos valid/invalid and what makes them drop and technical data (like can RC-s reset jump options?) Also, am I right in some chars (like Ky's j.S DJC dj.S, dj.HS VT) having only one fixed air combo "finisher"? My key point here was "maintaining variety"