Combo thread. For newcomers once you get to the B! part of the combo chose one of the B! enders to complete the combo(unless you use launchers that already bound like u/f4,4 and b+3+4,3+4). Some bound enders will not always hit due to angles and having too many hits preceding the bound so use your good judgment.

Launchers
df2
uf4,4, b!
b3+4,3+4, b!
b+3+4
ff1+2
ws2,3+4
ws+1,2,3 ((1),2,3 ncc's)
(2),3,3
f+3+4, 4
d+3+4

Bound enders
Ff+2,3
f+2,3,3
Running 3,4 (oki)
b+4,3 (oki)
d/b+2,2 (carry)
b+2,4 (carry)
d+4,1+2
f+3+4, 1,2,1,3+4
u/f+3,2

Juggles

df2
- b+1, WS+1,2, f+1, b+4,3, B!, [staple]
- b+1, ws 1,2, f+1, f+1, b,f+2 (carry)
- b+1, ws 1,2, f+1, d/b+2,2 (carry)
- d/f+1,1, f+2, b+2,1 B!
- df1,1, b4,3 b!
- df11, b21, b!,
- 1, df1, b2,1, b!
- 1, uf4,4, b!
off axis combos:
- df+1, df+1, f+1, b+4,3 b!
- f+1, f+1, b+4,3 b!

uf4,4 B!_b+3+4,3+4 B!
- SSR b+1, ws 1,2, d+4, 1+2 (ONLY off b+3+4,3+4 launcher. Very inconsistent of u/f+4,4)
- f+2,f+1,f+2, d+4,1+2
- f+2, f+1,1, d+4, 1+2
- iws+1,2, f+1, f+233 (inconsistent if SSR'd)
- f+2,f+1,f+2,3,3_ff+2,3
- f+2, f+1, db+2,2 (wall carry)

ff1+2
- d+1, ws 1,2, 1, b+4,3 B!
- d+1, ws1,2, b2,1, B!

ws2
- 3+4~3, ws+4, b+2,1B! f+2, d+4,1+2_d/f+1, b+2,4
- f3+4,2
- 3+4, 1,2,1, 3+4

NC (2),3,3
- dash d/f+1, 1,1, b+2,1 B!
- dash d/f+1, f+1, iWS 1,2, b+2,1 B!
- dash b+4,3 B! iws 1,2, d+4, 1+2
- ff+2,3
- b,f +2

1+2_FLY 4 (f+3+4, 4)
- b+1, ws 1,2, 1, b+4,3 B!
- iws 1+2, ws 1,2, 1, b+4,3 B!
- U/F, n, 4, 1,2, 1 b+4,3 B!
- 4, f+2, f+1, b+4,3 B!
- u/f+4,4 B! f+2, 1, d+4, 1+2
- b+4,3 b! f+2,3,3_ ff+2,3_ f+2,f+1,d+4,1+2

d+3+4
- iws 1,2 f+1, b+4,3 b!
- iws+1,2, b+2,1 B!
- f+2, f+1, f+2, d+4,1+2
- f+2, f+1, f+2,3,3
- d/b+3, ws1,2 b+2,1 B! (claimed by 1 or 2 alisa players, disproven by most, try at your own risk)
- (when next to the wall) d+3,3,3

b+3+4
- f+2, f+1, iWS 1,2, b+2,1 B!
- f+2, f+1,1, b+2,1 B!
- f+2,f+1, f+1, b+4,3 B!

fff+2
- f+1+2
- b+3+4

ch knd3
- ws 1,2, 1, 1, b+4,3 B!
- ws 1,2, b+2,1 B!

NCc ws (1),2,3,
1, b2, 1 B! ff+3,4,4
f+1,f+1,f+1, b+4,3 b! ff+2,3_b+4,3

CH FLY 3 (f+3+4,3)
(if you don't go through)
- cc b+1, ws 1,2, f+1, b+4,3 B!
- ws 1,2, 1,1, b+4,3 B!
(if you go through)
- ws 1,2, d+4, 1+2

BT 3+4
- d+4, ws 1,2, 1, b+4,3 B!
- d+4, ws 1,2, b+2,1 B!

CH (b+4),3
-b+1_d+1,WS 1,2, f+1, b+4,3 B!

(b+1)1+2
-4,b+2,1 B!
-4, f+1,1, b+2,1 B!

b+1+3_b+2+4 (successful high counter)
u/f+3+4

DES 2
- W!, des f+2, des f+2, des u/f+1+2 B! des 1+2_d+2*
- DES 1+2 W!, DES uf+1+2B!, DES 1+2_d+2*

if near wall, DES 1+2 W! DES u/f+1+2, DES 1+2_d+2*

d/b+4 ONLY when opponent's back is at the wall.
cc d+2,4

low parry
f+2,d/f+1, f+1,1, d+4,1+2
b+1, ws 1,2, d+4, 1+2
d/f+1, f+1, f+2,3,3
f+2, f+1, f+2, d+4, 1+2
f+2, f+1, f+2,3,3

Wall Juice

At the wall without b! use-
b4,3, b!, 3,2 into des mixups
b+4,3, 1+2 b! des 1+2_d+2* into des mixups
b+2,1 b! 3,2 (des mixups)
u/f+4,4 B! 2,3,3

after b! then w!
Ff+2<3
1,2, f+1+2
ff+3,4,4, 1+2 (des mixups)
b+4,3 1+2 (des mixups)
3,2 (des mixups)
f+3+4, 1,2,1, 3+4