MartialM/Drunk Master/Combos

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5B 5A 6A 236B, 236A, ... - Easy, can lead to super or loop.
5B 5A 6A 214C C, 214P P - Easy, high damage.
5B 6A 632146P, 214P P, 214P P - Slightly stronger but doesn't work in some situations.
5B 6A 632146P, 236236P - Will work in situations where the roll won't.
5B 5A 6A 632146P ... - May work in some situations but very distance dependant.
C C 6A ...

... 6A 214C P, 236D 236A, 236D 236A ... - Works when not in the corner. BEST normal combo!

5B 6A 632146P, 214P P, 236D 236A, 236K 236A ...
- In case you throw, you can still do this loop.

... 236B, 236A, 236236P - End with super for very good damage.
... 214P P, 236236P

63214K, 66, C C 6A ...
63214K, 6, j.D (crossup), C C 6A ... - Crossup combo, very strong but hard.

5B 5A 6A 623C(3) 236B+C ...
(2A+B) C C 6A 623C(3) 236B+C ...

... 236B+C, 214P P, 214P P, j.C, 214P, P or 236236P
... 236B+C, 214P P, 214P P, j.C, 236K 236P, ... - Advanced version.

41236A+B, C C 6A 214C C, 214C C - Basic super throw combo.
41236A+B, C C 6A 236236P - Strong but expensive.
41236A+B, C C 6A 214P P, 236236P - Need to have back near corner.

... C C 6A 41236C 236B+C, 66 C C 6A 214C C, 214C C or 236236P
- Delaunch. Must be done from crossup or 41236A+B.

... C C 6A 41236C 236B+C, 66 C C 6A 41236C 236B+C ...
- Delaunch loop.

... C C 6A 623C(3) 236B+C, 2A+B, C C 6A 623D
- Delaunch, must have your back to the corner before you crossup?

... 236B, 236A, 236B, 236A ...
- Infinite loop. Only works on a few characters, very hard to do.