Please note that these combos aren't designed to be practical or even super technical; these are just routes that I found while screwing around that I thought were pretty quirky. Although I use unlimited meter, most of these routes are possible with nearly full meter/MAX in regular gameplay (although again, likely not practical). Routes: F-Hisui - 5B 2B 5C(1) 3C 236C 3C 236C j.BC dj.BC AT Nothing big to report on here. My main goal with this combo was incorporating the funky partial connects on 236C - the way the move connects and the follow-ups available to Hisui vary greatly depending on the launcher. Mop DP into ladder DP is a funny confirm. C-Aoko - 6[A]~B~C~236C 22D 5[C] j.ABC dj.BC dj.BC AT Aoko's "Repeat Magic" 22D respawns her most recent beam attack in the same position it was originally used. In this case, Aoko's Arc Drive is used near the corner prior to the start of the combo. C-Nrvnqsr - 2[C] 5[C] 236C 2A 421A 5[C] 2B 2C j.BC dj.BC AT This combo is very position-specific. The 2A after the crow super needs to connect before the opponent hits the ground twice, which is only possible at that specific distance from the opponent and corner. If the opponent touches the ground twice, the infinite prevention system drops the opponent out of the air combo finisher. The deer is unnecessary, but if you think about it, is it really? C-Ciel - j.2[C] j.623C 623C j.AB dj.BC 22C As a shitty Curry main, my advantage state is entirely comprised of bad oki callouts and the same two bnbs. Neither of my bnbs involve her DP series, so I came up with this silly little combo to change that. 22B into air throw is a better ender in every way besides number of hits. C-Nanaya - 5C 214B 214B 2C 5B 5C 236A 236C 5C 236A 236C 5C 236A 236C 5C j.BC AT Nanaya's first 214B behaves strangely here. Usually, 214B pops opponents up and moves Nanaya behind them if it hits early and causes a wallslam otherwise; however, when confirming specifically a point blank 5C into 214B, the early hit connects without Nanaya crossing up the opponent. Nanaya's starting position from the corner comes into play at this point, as he struggles to convert off of the second 214B if the opponent is too far from or close to the corner. After all of this setup, Nanaya Gaming ensues. C-Neco - 6[A]~B 2B 2C 5B j.ABC dj.ABC j.214B j.214C Nothing technical to say about this one, it's honestly kinda boring. Just wanted a big damage Neco-on-Neco combo. C-NAC - 41236C 421C (A A A A A C) j.C dj.BC AT Screen wipe into "HEY, TAXI!" otg pickup. I fucking love this shitty cat. Another very position-specific combo, as the deer isn't terribly cooperative at any other distance from the corner. H-Sacchin - 3[C] j.[C] sdj.[C] 623C 2C 5C 214A 623C 5[C] 214C j.BC dj.BC AT This combo is not possible without unlimited meter, since I goofed and forgot that half moon meters only fill to 200%. Theoretically, this combo would still be possible by going straight to the charged 5C from the first 623C or performing a more standard conversion off of the second 623C. If you work the opponent into the corner after the second j.[C], you can combo 2[C] 5[C] 214A into the first 623C; however, the 214C into air combo ender becomes impossible. Timing 5[C] after 623C is tight as hell and genuinely may have been the hardest thing to do in this entire video. C-Warachia - 5C 63214C 5C 63214C 5[C] 22A 6C sj.C dj.C AT The opponent needs to hug the Night of Wallachia tightly in the corner for this to work. In this situation, if 63214C is cancelled into from all 3 hits of 5C, the body and projectile hitboxes of the Warc apparition will connect (cancelling before 3 hits causes the projectiles to whiff, while cancelling too late causes the body hitboxes to whiff). This sequence can be performed a second time after the world's longest microwalk (if it isn't long enough, the body hitboxes on the second apparition whiff). C-Len - 3C 5C 236C 236[A] 41236C 63214C j.BC dj.BC AT 5C behaves very strangely here. For whatever reason, if cancelled into from 3C on the first possible frame, Len's sprite flips around while performing 5C. For whatever reason, the game still believes Len is facing in the opposite direction, so 236C is actually performed with 214C relative to the appearance of Len's sprite. Len has enough time to get an orb up while the opponent is being hit by her Arc Drive projectile, allowing her air combo finisher to score a little more damage.