123xxdb4, j2 214xxteleport, b12xxSpear, j2, 21xxteleport
B2, TP, 21~MG, NJP, MC, 2~Spear, B12~exTP, B2
214, DB3, 21, DB4, (move back) JiP, 21, BF1, (crossover) JP, 21, Takedown. 36% meterless
Meterless into Vortex
114~TP, 21~MG, fj2, 4~Spear, fj2, 4~TP 31%
123~TP, Run, 21~MG, Walk Back, fj2, 4~Spear, fj2, 4~TP 35%
nj2, fj3~TP, Walk Forward, 21~MG, Walk Back, fj2, 4~Spear, fj2, 4~Teleport 32%
fj3(Air-to-Air)~TP, nj2, Walk Forward, 21~MG, Walk Back fj2, 4~Spear, fj2, 4~TP 34%
Spear, fj2, 123~TP, Run, 21~MG, Walk Back, fj2, 4~TP
214~TP, 21~MG, fj2, 4~Spear, fj2, 4~TP 36% (punish combo, not a hitconfirm)
b3~Spear, fj2, 123~TP, Run, 21~MG, Walk Back, fj2, 4~TP 26% (not a hitconfirm)
f4~Spear, fj2, 123~TP, Run, 21~MG, Walk Back, fj2, 4~TP 30% (not a hitconfirm)
1 Meter into Vortex
123~TP, Run, 21~MG, Walk Back, fj2, 4~exTP, Run, 21~Spear, fj2, 4~TP 39%
exTP, fj3~TP, Walk Forward, 21~MG, Walk Back, fj2, 4~Spear, fj2, 4~TP 30%
b3~exSpear, fj2, 123~TP, Run, 21~MG, Walk Back, fj2, 4~TP 28% (safe unless there's a 5 frame punish?)
f4~exSpear, fj2, 123~TP, Run, 21~MG, Walk Back, fj2, 4~TP 32% (safe unless there's a 5 frame punish?)
X-Ray (waste of meter, save for safe vortex)
123~TP, Run, 21~MG, Walk Back, fj2, 4~Spear, fj2, 4~X-Ray 45%
Optional ender if you prefer gounded Oki to Vortex, replace the final TP in all of these combos with b32f2 instead. If there are any damage changes it will be 1% at the most.
Meterless into Vortex
114~TP, 21~MG, fj2, 4~Spear, fj2, 4~TP 31%
123~TP, Run, 123~Spear, fj2, 3~MG, Walk Forward, fj2, 4~TP 35%
b2, Run, 214~TP, 21~Spear, fj2, 3~MG, Walk Forward, fj2, 4~TP 28%
nj2, Walk Forward, 214~TP, 21~Spear, fj2, 3~MG, fj2, 4~Spear 34%
Spear, fj2, 214~TP, 21~MG, fj2, 4~TP 25%
MG, Run(as needed), fj2, 123~TP, Run, 123~Spear, fj2, 4~TP 31%
214~TP, 21~MG, fj2, 4~Spear, fj2, 4~TP 36% (10f punish combo, not a hitconfirm)
b3~Spear, fj2, 214~TP, 21~MG, Walk Forward, fj2, 4~TP 27% (low, not a hitconfirm)
f4~Spear, fj2, 214~TP, 21~MG, Walk Forward, fj2, 4~TP 31% (overhead, not a hitconfirm)
Anti-air into Vortex
d1, Run, 214~TP, Run, 21~Spear, fj2, 3~MG, fj2, 4~TP 34%
b2, Run, 214~TP, Run, 21~Spear, fj2, 3~MG, Walk Forward, fj2, 4~TP 28%
4~TP, Run, 4~MG, fj2, 4~Spear, fj2, 4~TP 37%
fj3~TP, nj2, Walk Forward, 21~MG, Walk Forward, fj2, 4~Spear, fj2, 4~TP 34%
1 Meter into Vortex
exTP, Run, 214~TP, Run, 21~Spear, fj2, 3~MG, fj2, 4~TP
b3~exSpear, fj2, 214~TP, 21~MG, Walk Forward, fj2, 4~TP 29% (low, -5f on block)
f4~exSpear, fj2, 214~TP, 21~MG, Walk Forward, fj2, 4~TP 33% (overhead, -5f on block)
Again, there's no real point in using meter for anything else outside of wakeup and vortex. It's certainly not worth giving up a safe mixup for an extra 4% in a BnB especially considering the fact that you can get the same amount of guaranteed chip damage after the combo. AFAIK the only thing that can punish exSpear is Tempest Kung Lao exSpin.
Any time you have a Walk Forward/Back after a MG you can reverse the direction to end with a side-switch if necessary. If you want Oki instead of Vortex for any reason, you can replace the final 4~TP in any of these combos with b32f2.