j.D in corner routes
j.D can provide some extra damage in corner routes, and as it's only 100p2, usually won't cause a combo to drop. The main way of using it is:
... j.BB > j.D > 8 > j.BB > j.C > j.214B
Must be above opponent
Works better further from the corner (can sometimes be achieved by a 7 jump at the start, although this sacrifices height)
the jump isn't a jump cancel, so is a little awkward
j.C will likely be necessary as this puts the opponent very high, so not compatible with routes that go near the proration limit
The main times to consider this are after an early j.2B in a yellow/red route, or after an OMB. In most other cases, the damage isn't worth the inconsistency/danger of adding this in. Also be aware that axe level does fall during j.D, so if you're almost at the next level, don't do it
For an example, please see the video on this page, where it is used at the end of the combo in the 10.5k ToD route.
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