2 M 5 M 9 dl j M dl H dl S (land) 5 L L 2 M 5 M 5 H 5 S 2 S 236 S SD j M L L 9 j L L L 214 M
The delay on jM after 5M is very minimal but necessary, delaying jS slightly after the delayed jH does make landing the 5LL easier but it isn't necessary. Starting off of jML requires you to drop both Ls after SD, starting off of 2L or jH requires you to drop 1 L after SD
5.201
2M Starter Corner
Details
Inputs
Damage
2 M > 236 M > 2 M > 5 H > SD > j M L L > 9 > j L L L S > j 214 M > 236 L M
Corner
5.209
Top Damage Combos
Inputs
Damage
2 M > 5 H > 236 S > spark > 2 M > 5 S 5 H > j H S > 66 > j H > 5 L > 5 H 5 S > j H > 66 > j H > 214 M > A1 > 5 L L L > Side Switch > 236 S [ 7 ] > 3 S > 214 H S > (land) > 66 > DR > 236 M > A1 > 236 L M
Corner only, 0-bar start TOD with 1 Beam Assist.
10.092
2 M 5 H > 236 S > spark > (land) > 66 > 2 M 5 H > 9 > j H S > j 66 H > (land) > 5 L 5 H 5 S > 9 > j H S > j 66 H > (land) > 5 L L L > 236 S ~ [ 7 ] 3 S > 236 H + S > j 66 DR [ L ]
Works the same in v1.21, but with less damage on spirit bomb. Only use if you have excess meter but not assists to kill a character, as the spirit bomb no longer causes hard knockdown either.
(notation for reverse kame + spirit bomb is as if you never changed sides, for more clarity)
Solo corner 2m spark route into spirit bomb for meter dumping. Very applicable if you either:
1) have 3+ bar solo and want to kill a character
2) just used your last assist to get a mixup into this starter and therefore can't use it for a better sparking route
8.363
2 H > spark > (land) > 66 > 2 M 5 S 5 H > 9 > j H S > j 66 H > (land) > 5 L 5 H 5 S > 9 > j H S > j 66 M H > (land) > 9 > j L L L > 9 > j L L L > j 214 M > (land) > 214 L + M
Solo 2H spark routing. Altered route needed for 5LLL -> spirit bomb.
Also doable with your back to the corner, simply 2H, Spark, dash out of the corner, and continue the combo as normal. Also applicable if opponent Guard Cancels on your 5LL (as a multi hitting move, you can cancel out of any hit into 2H).