A majority of these combos will require the opponent to be standing, and face you too. They are also done on a stage that does not include any danger zones, meaning that it's possible for these combos to do even more damage than they normally do.
9K>P>P>P(46)
9K>P>P>4P>P>P(64)
9K>P>P>6P>P(52)>P*(70)
9K>P>P>6P>K(60)
9K>P>P>6P>2K>54
9K>P>P>K(50) Forces opponent to face backwards.
9K>P>P>2K(39)
9K>P>P>6K>K(57)>K*(81)
9K>P>K>K(54)
9K>P>K>2K(53)
9K>4P>K>K>K(59)
9K>4P>K>4P>K>K>K(72)
9K>K>K(50)
9K>K>2K(49)
*Wall only
Bleh, I'll just skip the basic combos. You'll know them after you learn the harder ones.
The possible finishers that can be used in these combos are:
1. 7K>PPP
2. 7K>PP4PPP
3. 7K>8PK6PK or 2K (1st ender sends flying, 2nd causes knockdown)
4. 7K>7P6K>6KKK
5. 7K>6P6K>6KKK
6. 7K>6PKKK
7. 7K>7P6K>P+KPP
^ Numbers indicate which follow up could be used after you land a Critical Burst in the red.
6P+K = Hitomi's Critical Burst (CB)
1P+K = Hitomi's Power Blow (PB)
(Damage non-wall~wall. Varies)
9K>9P>P>6P>P>CB>1(90~100), 2(103~113), 3(102~112 with K, 96 with 2K), 4(106~118), 5(108~118), 6(100~110), 7(108~118), PB(141~151)
9K>9P>3P>CB>CB(red)>1(90~100), 2(105~113), 3(104~114 or 98), 4(108~11), 5(110~120), 6(102~112), 7(110~120), PB(143~153)
4PP>P>3P>P>CB>1(87~97), 2(100~110), 3(99~109 or 93), 4(101~113), 5(103~115), 6(97~107), 7(97~107) PB(138~148)
9P>P>6P>P>3P>CB>1(84~94), 2(98~108), 3(96~106 or 90), 4(100~110), 5(93~103), 6(94~104), 7(102~112), PB(135~145)
9P>3P>6K>P>CB>1(80~90), 2(93~103), 3(92~102 or 86), 4(96~106), 5(89~99), 6(90~100), 7(99~109), PB(126~136)
6K>P>3P>P>6P>CB>1(89~99), 2(103~113), 3(101~111 or 95), 4(105~115), 5(98~108), 6(99~109), 7(108~118), PB(140~145?)
88/22P>3P>6K>3P>CB>1(87~97), 2(101~111), 3(99~109 or 93), 4(103~113), 5(96~106), 6(97~107), 7(105~115), PB(138~148)
6H+K>3P>P>3P>P>CB>1(99~109), 2(112~122), 3(111~121 or 105), 4(115~125), 5(108~118), 6(109~119), 7(112~122), PB(150~155)
4H+K>P>6P>3P>P>CB>1(91~101), 2(104~114), 3(103~113 or 97), 4(107~112), 5(100~119?), 6(101~111), 7(109~119), PB(142~152)
2P+K>3P>6K>6P>CB>1(97~107), 2(110~120), 3(109~119 or 103), 4(113~123), 5(113~125), 6(107~117), 7(115~125), PB(148~158)
6P+K>3P>1P>3P>BC>1(92~102), 2(106~116), 3(104~114 or 98), 4(108~113), 5(101~113), 6(102~112), 7(110~120), PB(143~148)
Some of these combos can be altered. Instead of using 7K as a combo finisher, it's possible to replace with 33P instead. Not only does it add more damage, but it juggles your opponent slightly higher. 7K>7P6K>6KKK and 7K>6P6K>6KKK can miss one or two hits if not timed properly, so using 33P helps out a lot.
You can also swap 7K for 4H+K, but you will only be able to follow up with either PPP, PP4PP, and a few other P strings. You can also use 8H+K instead of 7K/33P/6H+K, but the follow-up options are just as limited. Pick and try whichever you'd like.
For the high~low mix-up game, if the opponent is going to attempt holds during your combos, before landing your 'Critical Burst' you can also replace some commands. 9P, 6P, 3P, 1P are interchangeable with each other, but if you're going to use 1P in a combo, you will also need to land 3P after in order to connect to a Critical Burst. If your opponent is expecting this, just throw them or something. =]