@Nuuance I've been doing c.hp(1)>hk spin. But it feels weird ending it like that. I wanna try to get more hits in. Oh. And also when I say I can't get more than 5k at the moment, I mean a universal 5k. I've seen the stuff for lights/heavies but I'm trying to do universal stuff.
I won't say the c.hp(1) > L Twirl doesn't have bnb damage potential, because I think there is, but right now there's nothing I can find that's higher damaging than the stuff I've made atm. But trust me I'm still working on it!! Nothing's final and I know so little right now. There's only one universal I can really think of off the top of my head I haven't done a vid for yet (I'll put one up later):
C.lk, c.mk(2), c.hp,
j.lp, j.lk, super smallllll delayed j.mp > longer delayed j.hp,
s.lk, c.mk(2), c.hp,
immediate j.mk > j.hk, ADC j.lp (must be tight), j.mp (it's a semi-fastfall),
(Catch them in the air) s.lp(3), s.mk (3), s.hp(2), H Molecular Shield.
Just from eyeballing it, you should get 5.6k-5.7k. The timing for heavies on the first air chain isn't gonna be too hard at all, but for lights you're gonna have to get a feel for it. It's kind of tricky. Also, the air dash cancel is pretty tight too. To be honest, I feel the (j.mp > j.hp)x2 bnb for lights is way easier & the one for heavies easier too :p but anyways, you asked for universal so hopefully that works! I might upload something tonight...idk.
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P.S. Oh btw, in order to make combo creation easier, I've been thinking about a couple things. Some of these ideas might be dumb, but I've never particularly been good with combo creation...I honestly don't even know how i got to half the squigly optimized stuff lol aside from inspiration from unusual/unorthodox combo strings.
So because of that I decided to keep a little "library" of restand chains (later will make ground chains & add in specials) to have a referenced "chain chart" with base damage & just as importantly, undizzy. I'm starting to go in circles remembering a chain, forgetting another...which jump chain does more damage...is it more beneficial to have it as the second jump chain or the first...I can't keep track of everything.
I might actually just make a new thread entirely so people can literally look at this info and create an optimized combo without even going into the game except to check for universal...ness.
The data I'll gather myself of course but if anyone could help me I'd love that too. This is what I'm gonna gather:
1. Normal attack #of hits - base damage for each hit - undizzy amount
2. Jump chain - base damage of chain - undizzy amount - is it true restand or are they caught in the air
3. Ground chain - base damage of chain - undizzy amount
4. Whether it's on a light or heavy
From this I was thinking about trying to see if I could code a program that had all these chains saved along with that data & it then can piece together a combo through each chain/stage and remember IPS by not allowing repeated moves/ADCs/etc. Almost like creating a build in an MMO but a combo instead & taking account of the scaling too.
I know optimized/new combos can be calculated. I just need to learn how to code a program to do so with the data
Does anyone have a link or know about where scaling starts/etc?
Here's a link to most of the air chains I've found so far. There's combos at the end from the other vid, but I'll cut those out later. This is just for chains.