Now
@Pig Of The Hut your bnbs will change slightly depending on if you're going for the chip portal or not. It can be hard to adjust on the fly but it's still useful knowing what's best for each situation. The combo's I'm gonna list are all from memory (haven't played quan in a while so if I'm slightly off someone let me know).
Highest Damage without chip:
Meterless
b2xxtrance, f2212xxrc, njp, 141
f2212, st4xxtrance, jip, f2212, 141
b324, st4xxrance, jip, f2212, 141
njp, st4xxtrance, jip, f2212, 141
1bar
b2xxmb rune, st4xxtrance, jip, f2212xxrc, 141 (the timing here is quite tight, omit the st4 before trance to make it easier)
b32xxmb run, trance, jip, f2212xxrc, 141 (st4 won't work here, gravity scaling too high)
f2212, st4xxEN trance, jip, f2212, 141 (EN trance reduces scaling on second half of combo, adds more damage than mb rune can. Best used midscreen, meter better for chip in corner)
njp, st4xxEN trance, jip, f2212, 141
Highest Damage without chip:
Here I'll just list the pre trance notation. You just wanna get in as much damage pre-trance basically.
b2xxtrance (nothing else you can do here)
b324, njp, st4xxtrance, chip summon
b2xxmb rune, forward dash, njp, 14 trance, chip summon
b32xxmb rune, forward dash, njp, 14 trance, chip summon
There's some basic stuff to start with. Someone else may be able to round out what I'm missing. One corner combo that's particularly nice that wastes time to allow another portal, does lots of damage and builds a bit of meter is:
f2212, st4, st4xxmb rune, jipxxair skull, 14xxtrance, chip summon, f2212, etc. The timing on the jipxx air skull is hit jip early as you can, cancel the air skull as quan's falling, as close to the ground as possible. If you can't get the air skull, just omit that and do jip, 14xxtrance.