9. (in the corner, usable against everyone except Arakune, 75% Heat, 6532 damage)
dp+D, standing C, f+C, f+D, hcb, f+D, dp+B, dp+A
One must apparently stand in the corner (as opposed to merely close to it) when doing the dp+D. The C must also be performed very quickly after the dp+D.
10. (near the corner, 50% Heat, 4207 damage)
f+A, qcb+D, f+C, qcb+D, f+C, f+D, dp+A
11. (in the corner, usable against everyone except Carl, 25 % Heat, 4025 damage)
f+A, qcb+D, f+C, f+D, standing C, crouching C, high jump B-C, double jump B-C
Two combos starting from the f+A overhead. Like combo 9, combo 11 requires the opponent to be in the corner.
12. (corner-specific?, 2743 damage)
f+BC throw (two hits), dp+B, jump B-C, double jump C-D, land, standing B (two hits), standing C, df+C
13. (corner-specific?, 2922 damage)
f+BC throw (three hits), (delay), dp+B, jump B-C, double jump C, qcb+B
14. (near the corner, 25% Heat, 5008 damage)
f+D, f+C, dash, standing C, high jump B-C, double jump C, aerial qcb+D, land, crouching C, dp+B, dp+A
The f+D is slow, but does not prorate at all (?). Aim for this after a Guard Crush or after blocking Ragna's Inferno Divider while crouching (as only one of its hits will connect in this case).
15. (near the corner, 75% Heat, 4082 damage)
standing C, standing D, qcb+D x3, dash, crouching C, dp+B, dp+A
The qcb+D x n part only works against Rachel, and the standing C must be a Counter Hit for the combo to connect on her?