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all up to what you like. as you get used to the weapon, you can just do whatever combo you want. or even have a specific combo for different situations or enemies.
example would be for knuckle weapon:
Heavy(1 hit), Light(2hits), Light(2 hits), Light(4 hits), Light(uppercut launcher finisher)
Heavy(1 hit), Light(2hits). Light(2 hits), Light(4 hits), Heavy(hop smash for floor bounce finisher)
or for Sword and Shield:
Light(sword attack), Heavy(shield bash), Heavy(shield bash), Heavy(shield bash finisher that can break guards but does not launch) - I believe is the the most damaging normal combo for Sword and Shield.
and you can extend simply that like this:
Light(sword attack), Heavy(shield bash), Heavy(shield bash), heavy(shield bash finisher), Weapon Skill 1, pet fireball
for something a little complex for sns: Heavy(sword arc), Heavy(sword arc), Light(Sword arc), tap class skill parry(combo reset to skip the finisher). Light, Heavy, Heavy, tap parry(for combo reset again), Hold Heavy, weapon skill
or the infinite combo (light, light, parry) for enemies that gets stunned by lights to take advantage of heal-on-hit equipment.
Dagger: L>L(2hits)>H>H(2hits)>H,
also L>L(2hits)>L(1hit)>H(2hits)>H
the club cannon pretty much anything with the cannon shots can burn outside the class skill which makes the club hits also burn. and the vertical club bonks can stun sometimes but it isn't consistent enough.
although I do like the zangief double lariat for the knuckles :)
btw, i'm talking about dash light and not dash heavy. i only use the dash heavy for the mace-cannon from a back dash after a few lights because it reaches far and recovers faster than the Light Cannon shot from the same dash; It's one of the vertical bonks that ive seen stun sometimes. I do on occasion like to style on enemies with the knuckle drop kick