All of these I'm testing in training mode on Omega Midgar on a Mario CPU, so therefore will have no rage, DI, etc, so may not be the most accurate thing. Will add more as I find more. Any combo I say would be true is true according to the counter on training mode. Gathering replays using the combos to record with probably a potato on my 3DS. Also, any combo I find is from only my friends or me testing it, so if its already listed and I add it, sorry. Starting to test things in actual matches now to see how practical they are and how well they work.
Side Special Things
-First hit can lock at low percents, works perfectly until 40% on the training mode CPU.
-First hit can combo into literally everything he has easily except for aerials and Finishing Touch.
Jab Combos
Jab 1->Side Smash, Safe to say it works until around 110%. Does 20%.
Jab 1+2->Side Smash, safe to say it works BEST until around 70%. Does 24%.
Jab 1->Side Special- is works best until around 54%. Does 21%, 28% with Limit Break.
Jab 1+2->Side Special- works best until around 39%, where Mario can jump out of the hits. Needs more testing to figure out the percents of it working. Requires a little bit of spacing. Does 23%, 30% with Limit Break.
Jab 1->dtilt safe to say it works best until around 60-70%. Mario couldn't jump out, but may be easier for a human to get out of. Does 9%.
Jab 1+2->dtilt safe to say it works best until around 60%, as Mario can jump out of it at 70% and my be easier for a human to get out of. Does 11%.
Jab 1->dsmash works best until probably around 40-55%. Does 19%.
Jab 1+2->dsmash works best until probably around 60%. Does 21%.
Jab 1->Upsmash is safe to say works best until around 50%. Does 15%.
Jab 1+2->upsmash is safe to say works best to around 40%. Does 17%.
Jab 1->up special. Depending on spacing, can do 13-15%, with Limit Break it seems to do 23% every time, regardless of spacing.
Jab 1+2->up special. Depending on spacing, can do 11-19%, 23-15% with Limit Break.
Jab 1->short hop Nair, does 10%. You'll have to move forward a little bit with the Nair to make sure it hits.
Jab 1+2->short hop Nair, does 12%. You'll have to move slightly forward for Nair to hit.
Jab 1->short hop Dair, does 15%.
Jab 1+2->short hop Dair, does 17%.
Jab 1->short hop Fair, does 15%. Doesn't seem very reliable, and the spacing is a little hard to get down.
Jab 1+2->short hop Fair, does up to 18%, depending on the spacing of Fair. Doesn't seem very reliable, and the spacing is a little hard to get.
Jab 1->Finishing Touch, does 3%. It might work at Finishing Touch kill percent and it might not, i haven't tested it on a human. Probably will depend on the size of the opponent.
Jab 1+2->Finishing Touch, does 5%. Like the above, it might have to depend on the size of the opponent for it to work at kill percent.
Jab 1->neutral special, does 10%, 21% with Limit Break.
Jab 1+2->neutral special, does 12%, 23% with Limit Break.
Down tilt Combos
Dtilt->Side Special. Works decently around 0-15%, but anything after that either won't work at all or you'll have to move a bit. Does 26% if all hits connect, 33% with Limit Break.
Dtilt->Bair works well around 0-60 on the non moving CPU, looks like its really easy to get out of, so probably only until around 30% on a human. Does 20%.
Dtilt->Nair works until about 30%. Does 15%.
Dtilt->upair->side smash, only really works well until 10%.The positioning is a little bit strict, and it does 30-40%
Dilt->Upsmash, does 15%. Works well until around 39%.
Dtilt->turnaround fsmash, can charge the fsmash for a second to make sure that it hits. Looks really easy to get out of, so its probably not that great to use in an actual match.
Dtilt->dsmash, can charge the dsmash until the opponent falls to the ground. Looks easy to get out of.
Dtilt->reversed neutral special, the spacing is a little strict for it, and it seems to work best around 0-20%, but it doesn't seem to be too reliable. Does 15%, 26% with Limit Break.
Dtilt->Dair, short or full hop, depending on the percents. Does 15-20% depending on the spacing.
Dtilt->upspecial, does 14-19% depending on spacing, and assuming all the hits connect, does up to 24% with Limit Break. Does NOT seem reliable AT ALL.
Dtilt->Fair, does up to 21%. Doesn't seem that reliable, and hard to get the spacing right. Wouldn't recommend using it in a match, but its better to know and not need than to never know at all.
Aerial Combos
Nair or Fair (spaced well)->down tilt-> upair works well in training mode on Mario around the between 0-30% area, does at least 30% with Fair, 28% with Nair, so its good for the beginning of a stock.
Nair or Fair (spaced well)->Side special. Does 27%(Nair) 33%(Fair), with Limit Break 34%(Nair) 40%(Fair). With Fair, connects well between 0-30%, around 40% you'll have to walk forward a little bit, and positioning adjustments will have to be made after that point. With Nair, seems to work until around 50%, which you'll have to chase your opponent a little to get.
Nair or Fair to upsmash. Does 21% with Nair, 27% with Fair.
Nair or Fair to side smash, with Nair it does 26%, with Fair it does 31%. Works well until around 25%.
Nair or Fair to down smash, with Nair it does 24%, with Fair it does 29%. Works well until around 30%.
Falling upair->side special, works best 0-26%. Does 32%, 39% with Limit Break.
Fair->up special, works best 0-28%. Does 23-29% depending on spacing, does 34% with Limit Break.
Nair->up special, works only until about 10%. Does 19-24% depending on spacing, does 29% with Limit Break.
Falling upair->up special, works best 0-35%. Does 21%-28% depending on spacing. Does 34% with Limit Break.
RAR Bair->side special. Works best until 20%, and until 25% you'll have to chase your opponent, I don't think this works at all after 25%. Does 32%, 39% with Limit Break.
Dair->up special, does 24-28%, depending on spacing, 34% with Limit Break.
Down throw Combos
Dthrow->turnaround dtilt seems to work around 0-30%. Does 14%.
Dthrow->turnaround Side special works well around 15-30%. Did some Cloud dittos, and can confirm this one works best around those percentages. Does 26%, 33% with Limit Break.
Dthrow->side smash works best at 0-15%. Can confirm that it works best around those percentages.
Dthrow->Ftilt works around 0-21%, does 18%.
Dthrow->reverse up smash. does 20%. Only works at very low percents; isn't true.
Dthrow->reversed neutral special. Not very reliable at all. Works best from around 0-20%. Does 15%, 26% with Limit Break.
Dthrow->reversed up special. Works only until around 20%. Does 18%, does 28% with Limit Break.
Dthrow->down special (Finishing Touch, not charging the meter), works best from 0-20%, where starting around 10-15% the opponent can get away from it, and you'll have to move slightly. Does 8%.
Bthrow->dash attack at low percents, doesn't seem too good. Does 17%.