Transcript
1 -

+AC~Throw ( Showcasing that a late hit from

+AC allows you to throw or
throw Dm / SDM and counts as a combo. Any other hit knocks them in the air as
normal )
2 - CU jD, [cB]x3, sA, SDM ( A crossup combo that involves SDM )
3 - CU jD, cB, sA, cB, sA, qcfx2+BC, NM ( Another crossup combo with a simple
bypass into neomax )
4 -

+C, cC,

~f+AC, DK DC DM,

~f+AC, DK DC DM,

~f+AC, DK,

+C ( A combo
that involves 2 whiffed DM's )
5 -

+C, cC,

~f+AC DC

+C, [db~f+AC]x2, cC, DK, jCD, DK,

~f+A DC

+AC,

+A ( A combo starting with half HD and recharging enough to fill both HD and
stock to end the combo )
6 -

~f+AC, DK, jCD, DK, [db~f+AC]x2, DK,

+A ( 100% combo with 3 stock and no
drive cancels )
7 -

+C, cC,

~f+A, DK, cC, DK, [db~f+AC]x2 DC

+C,

~f+A, DK,

+A ( Another
100% with 2 stocks and 1 drive cancel )
8 -

+C, cC,

~f+AC, DK, jCD, DK, [db~f+AC]x2, DM ( Another combo that is 100%
with no drive cancels )
9 -

+C, cC, DK, cC, DK,

~f+AC DC

+C,

~f+A, DK DC

+C,

~f+A, DK,

+A
( A 1 stock full drive 100% combo )
10 -

~f+C, DK, CD, DK, NM ( A 3 stock combo that features neomax at the end,
outside of HD mode. Least amount of hits?? )
11 -

+C, cC,

~f+A, DK, CD, DK, NM ( Another 3 stock combo but with slightly
more damage )
12 -

+C, cC,

+AC,

~f+A, DK, CD, DK, NM ( Same combo as above but with
another stock added in for more damage )
13 - jC, cC,

~f+AC, cC, DK,

~f+AC, jCD, DK, NM ( A combo that uses 5 stocks and
neomax at the end )
14 -

+C, sC ( 2 hits ) BC, sC ( 2 hits ), [db~f+A, DK HDC

~f+A HDC

+C]x3,

~f+A, DK,

+A ( The HD combo that doesn't consist of any stock. Decent damage
too and can be done at half screen. There are a few tricky parts to this combo, one
is the ability to hold and release each kick when needed and getting the first

~f
after sC. Have to hold

as soon as you hit sC to get enough charge and hold and
releasing kicks comes with muscle memory. Even then it still difficult )
15 -

+C, sC ( 2 hits ) BC, sC ( 2 hits ), [db~f+A, DK HDC

~f+A HDC

+C]x2,

~f+A, DK HDC

~f+A HDC NM ( Similar combo as above but with NM at the end. Very
good damage off just 2 bars and no use of lvl 4 DK )
16 -

+C, cC BC cC,

~f+AC, DK HDC

~f+A HDC

~f+AC HDC

+C,

~f+AC, DK HDC

~f+A, DK HDC NM ( A coast to coast combo the end with a neomax for 100% damage )
17 -

+C, cC,

~f+AC, sA, DK cC BC DK,

~f+AC HDC

+C, [qb~f+A, DK HDC

~f+A
HDC

+C]x2,

~f+A, DK,

+C ( A combo that features 2x lvl 4 DK's and HD in
between. Have to release the B DK first so you can enter HD mode but also hold it
for later in the combo. Can get very taxing on your muscle memory and coordination
)
18 -

+C, sC ( 1 hit ),

+AC,

~f+A, DK, [db~f+AC]x2 DC

+C,

~f+A, DK, sA,
DK,

~f+AC DC

+C,

~f+A, DK, sA STUN,

+C, sC ( 1 hit )

+A, SDM ( The
main reason for the double

~f+AC is to get enough charge time for second DK while
the 'B' DK is still being held )
19 -

+C, cA, cA,

~f+AC DC

+C, [db~f+AC]x2, sC, DK,

~f+AC, sC, DK,

~f
+A, DK DC

+C,

~f+A, DK STUN

+C cB, cA, DM ( A semi difficult combo because
of the last part, where you have to get the right height for the second DK to link

~f+A and the rest of the combo. To low and it misses. Also, stock for HD just
becomes available when you need it which is cool )
20 -

+C, sC ( 1 hit ),

+AC,

~f+A, sA, DK, cC, DK,

~f+AC DC

+C,

~f+A,
DK DC

+C,

~f+A, DK STUN

+C, cC,

~f+AC, DK,

+A ( A 2 stock combo that
stuns where you can take out the

+AC and it will still work )
21 -

+C, cC,

~f+A, DK, cC, DK [DC

+C,

~f+A, DK]x2, sA STUN

+C, sC ( 1
hit ),

+B ( My favorite combo and the first raiden combo that stun and kills
with no meter and only HD )