Combos
-d.s.HK XX qcf + P
-d.s.HK XX qcf + P XX hcb + PP
-Jump LK > LP \/ /\ Jump LK > LP XX hcb + PP
-Corner Jump LK > LK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK, f + HP, hcb + PP
-d.c.LK > c.LK > c.HK XX hcb + K
-Jump LK > LP \/ d.s.LK > s.LP > s.HK XX qcf + P
-Jump LK > LK \/ d.s.LK > c.LK > c.HK XX hcb + P
-Jump LK > LK \/ d.s.LP > c.LK > c.HK XX hcb + K
-Jump LK > LK \/ d.s.LP > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK
-Jump LK > LK \/ d.s.LP > c.LK > c.HP /\ sj.LP > sj.LK > sj.LK, f + HP
-Jump LK > LK \/ d.c.LP > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, (uf + PP) ad.LK > ad.LP > ad.LK
-Jump LK > LK \/ d.s.LK > s.LK XX qcf + KK
-Corner Jump LK > LK \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK XX hcb + P/qcf + P
-Jump LK > LK \/ d.s.LP > s.LP XX qcf + KK
-Corner When close, f + HP, d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK XX qcf + P
-Corner d.c.LP > c.LP > c.HP XX qcf + KK
-Corner When close, f + HP, d.c.LP XX qcf + PP
-Corner d.s.HK XX qcf + P XX qcf + PP
-Corner d.c.LK > c.LK > c.HK XX hcb + P XX hcb + PP
-Jump LK > LP \/ d.s.LP > c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX hcb + PP
-Jump LK > LK \/ d.c.LK > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.d + HK XX hcb + PP
-Corner Jump LK > LK \/ d.s.LP > s.LP > c.HK XX hcb + P XX qcf + KK
Advanced
Divekick infinite
Launch > [sj lk, sj lp, sj hk xx flight] until top of screen, then [ lk, hk xx flight ] (until dizzy).
Fastfly is not necessary but can give better positioning. More difficult as characters get smaller.