Just gonna throw a bunch of resets and shit in one post just cuz I think it's useful to know how many options you'd have in a single combo. No videos cuz I can't edit and I also can't land shit consistently. Also keep in mind I'm far too lazy to go through every single character to make sure everything works right on each one so there's def gonna be some crap that just flat out doesn't work on some chars
Starting with this basic head on combo
o Starter, c.MK, c.HP
o j.HP adc j.HP, mk axe kick
o c.LK, c.MK (1), c.HK (2)*xx LK fiber upper
o j.LK*, j.HP*
o c.MP, s.HP, QCF HP (3), QCF PP
In chain 3, you can cancel the HK into a fiber upper after 1 hit and then cross them up with an overhead. j.lk into lk axekick or just straight j.hp should give enough hitstun to combo.
In chain 4, do j.MK after the j.LK and cancel it on the first hit w/ HK and you can do low/throw/overhead mixup from your side, cross under and do low/throw/overhead from the other side, cross under and then cross back over with an iad j.HP if you're super tryhard mlg pro status, or just jump back up and air throw them. P sure the air throw and cross under ones flat out don't work on heavier characters since they fall too fast.
In chain 4, you can air dash after the j.LK and cross them up with an overhead.
In chain 4, you can air dash after the j.HP and air throw lighter characters, then otg them with an axe kick and start a ground chain when you land
In chain 4, you can dash up after landing from the j.HP and do low/throw or just do an iad j.HP from where you landed
In chain 4, after landing from the j.HP you can jump back and j.LK if they press all the buttons. I dunno if you can actually do anything to them before they can block again after bursting but it's a free mixup at least.
Hope someone finds this useful. Also hope writing all this crap down forces me to start using more than like 2 resets