My combo now is:
c.LK c.MK(2) c.HP xx L.Shadow, J
- j.HK
c.MP c.HP xx M.Shadow, SJ
- j.MK j.HK
c.LKx2 c.MP c.HP xx (delay) H.Shadow, Dash
c.LP s.LK s.MK c.HP xx H.Drill xx Dreamill
Quick Reset points:
- After first c.HP, cancel into H.Shadow instead of L
- Stop after c.MP for either c.LK or delay cancel into QCF Command Grab
- Chain c.MP into c.HK, then cancel that into Drill/Command Grab/L.Shadow/H.Shadow after or before the crossunder
- Instead of jumping after M.Shadow, dash and either crossunder or sameside s.HP
- Instead of j.MK after M.Shadow, do j.LK delay j.HK; the j.HK will hit crossup
- Instead of j.MK after M.Shadow just Airthrow; or j.MK and instead of j.HK just Airthrow (alternatively for both: j.LP j.HK to counterhit tech attempts)
- After j.MK j.HK, just Cmd Grab / Delay c.LK. How many of these 50/50s do she got?
- Instead of c.LKx2 c.MP c.HP, cancel any of the first three normals into Command Grab (or go Low~)
- Did I mention c.HK into anything after c.MP?
- Oh we have some more normals you can cancel into command grab. Also, H.Drill is +3 on hit so you cannnn Command Grab after it~ ladadada
That's just the easy stuffs~