This has sorta gotten me to have a nicer BnB anyways since I didn't really experiment much at all before.
Been starting to use
2,2,1, mid skull, far skull, ex skull, close skull, close skull ... from here it branches slightly either soul steal or ... dash, up skull, dash jump in.
Yeah, I actually picked up Shang and started experimenting before reading anyone else's stuff about him, and when the patch came out, none of my BnBs changed. I have basically three major BnBs for three different situations, and I just vary them as necessary. The goal is always to maximize damage and reliability, minimize risk, and get them into a fireball juggle where I have to touch them the fewest amount of times (thus reducing opportunity for breaker).
For standard ground combo:
(Up Skull and/or JiP opener) ->
(f+434/221/f+34 string) ->
(mid skull, far skull, ex skulls, close skull, mid skull) ->
(soul steal/mid skull or up skull whiff ender depending on whether you want damage or pressure).
For air-to-air jump punch:
(dash, 1, mid skull, far skull, ex skulls, front up skull, ground skull) ->
(soul steal/mid skull or up skull whiff ender depending on whether you want damage or pressure).
For landing a ground skull juggle at range:
(juggle next distance skull, ex skulls, front up skull, ground skull) ->
(soul steal/mid skull or up skull whiff ender depending on whether you want damage or pressure).
As I said, the idea is to physically touch them as little as possible. Also, I've intentionally overlapped as much of the combos as possible so that my execution will be more reliable regardless of how I land the first hit. And there's some built-in redundancy in that even if the last (closest) of the ex ground skulls whiffs (which it sometimes unavoidably does), the follow-up close skull catches them anyway and juggles for the last bit of the combo. Each of these does good damage: 31% at minimum (for a ground skull juggle starting at range) all the way to 47% at maximum, and all for one meter.