5 M 2 M 5 S 5 H > SD > j M L 2 H > 9 > j L L S > j 2 3 6 H
Universal. Carries just about Corner to Corner.
4.615
Combo
2 M 5 M 5 S 5 H > 2 1 4 L > dl M 2 H > 9 > j L L L
Universal. Saves SD for stronger Vanish extensions. Can be extended with various assists if timed properly.
4.223
Combo
Corner Combos
Character
Inputs
Damage
Type
2 M dl 5 M 5 S dl 5 H > dl SD > dl j L H (land) 5 L L L > SD > j M L L 2 H > 9 > j L L S > j 2 3 6 M
Corner route. Doesn't work on smalls. The H in jLH has a slight delay. Timings for each delay after the 5H Smash are below.
SD is done right after the wallbounce of the 5H
jL is done right at the apex of the SD 'hit bounce'
jH is done as your opponent is almost directly above you.
5.245
Combo
2 M 5 M > 9 j M S > j 2 1 4 M > dl 66 dl j. M S > (land) 5 S dl 5 H > SD > j M L 2 H > 9 > j L L S > j 2 3 6 M
Corner only & universal. Slightly delay the airdash after M Divekick. Try to get the jM after the airdash to hit as late as possible and slightly delay the jS after it. Delay the 5H to have it all come together afterwards. It's a tough route.
5.037
Combo
2 M 5 M > j M S > j 2 1 4 M > dl. j S > (land) 6 6 2 M 5 H 5 S > SD > j M L 2 H > 9 > j L L S > j 2 3 6 M
Universal. On non-small characters, you don't have to do a delay jS into dash up 2M. You can just land and hit 2M dl. 5M 5H 5S > SD. It's also better to jump back into the jMS > j214M if you're smack in the corner.
5.027
Combo
2 M 5 M > j M S > j 2 1 4 M > 2 M 5 H 5 S > SD > j M L 2 H > 9 > j L L S > j 2 3 6 M