I've skimmed this thread to see if this is posted, about interactable combos on Batcave Lagoon. So I apologize in advance if it is.
First one is about exposed wires when you get rid of the generator, in this case regular From the Deep and f2 can become combo starters so you can do stuff like this:
f2, wires, j2, 22 MB ftd, 22 scoop, f2 1+3 (49%)
ftd, wires, (you can connect from 2 dashes), 22 MB ftd, 22 scoop, f2 1+3 (45%)
Second is about barrels on the right side, if you're cornered you can MB them and continue combo back to the corner.
You can even finish combo with MB ftd in the corner, delay jump over to reverse some wakeups (Lantern's Might for example) or dash under it and MB barrel (it stuff wakeups).
barrel, dash, b12 scoop, 22 MB ftd, 223 (42%, 32% if 223 after scoop)
First one is about exposed wires when you get rid of the generator, in this case regular From the Deep and f2 can become combo starters so you can do stuff like this:
f2, wires, j2, 22 MB ftd, 22 scoop, f2 1+3 (49%)
ftd, wires, (you can connect from 2 dashes), 22 MB ftd, 22 scoop, f2 1+3 (45%)
Second is about barrels on the right side, if you're cornered you can MB them and continue combo back to the corner.
You can even finish combo with MB ftd in the corner, delay jump over to reverse some wakeups (Lantern's Might for example) or dash under it and MB barrel (it stuff wakeups).
barrel, dash, b12 scoop, 22 MB ftd, 223 (42%, 32% if 223 after scoop)