@JBeezYBabY
Im trying to NOT use the 4,2 222 sequence.. I dont like it. If you're close-ish to a wall you have to make a choice quick, and if you're wrong on the distance you're fucked.. your opponent drops out of the combo and gains advantage.,. Id like to find a universal combo that I can roll in to almost anywhere on the stage.. I hate trying to juggle several combos in my head based on positioning. The best BnBs are the ones that start the same, but have enders you can change up on the fly based on the distance to the wall, or if you want oki, etc.
Some combo stuff for you.. I'll keep adding to this for a bit while I miss around.
df2 4,2 222 df4,2,2 - this actually does 64 damage, same as the optimal BNB but it's got more carry attached and its mindlessly easy. If you're semi close to the wall, DONT do the last 2. Just do df4,2 - it ends in a wall splat. Doesnt seem like a great one, so Im working to improve. You can follow with a df1+2 for a good knockdown and like 67 damage, but that's kinda shitty for a wall splat combo
THERE we go... better. 84 with te damage.
df2 4,2 222 1+2 ~ after wall splat B4,1+2 - 84 damage
The spacing isnt difficult but its some what odd. To give you a general idea, if you start a match, (tested on abandoned temple) from match start you have to take about a step forward before throwing out the df2.. but it has enough carry to end in a wall splat from about half screen, you just wont be able to followup on the splat with anything at that distance.. but its solid carry and great damage. though if you arent trying for the wallsplat followup, id just end with df4,2,2, its a tad more damage and even more carry - but no splat you can do anything with.
Im trying to find an alternative to the 4,2 (air) sequence entirely if you're close to a wall when you initiate, since that ruins wall conversions.
Alternative combo.. same general carry distance, but negates the high flying 2's, so you if youre too close to the wall, this works well.. It only does 1-2 points less than the previous combo so it can replace the previous BnB entirely really.. so you dont have to try and decide what combo to use and can kind of always default to one.. The advantage of this one, is it doesn't carry very far in the air.. so you can modify it based on wall distance if you want.
df2 4,2 (air)2 1+2 S! Dash DF4,2
That combo, from round start, will carry into the wall and splat them, allowing for the b4, 1+2 followup. Total damage is 80~ or so there, which is respectable, if not earth shattering. However, the benefit of this combo is that it starts the same, but you can alter the back half of it to what you need. For instance, if you land this close to the wall, you can do like B1,2 after the the delayed air 2 for a super high wall splat that will let you follow with any wall combo you want. Or you can leave the 1+2 in there for a splat off that.. or you can do the entire thing, or you end with df4,2,2 if you're no where near the wall, for max damage. Lots of options and the damage is so close to the max damage optimal stuff, Im liking this combo more than the current one I see everyone doing. It's more versatile.. and hell, it can roll in to the current one if you want it to.
Its tricky at first though. You have to REALLY delay the air 2 for the 1+2 to land.. but after some practice its totally reliable.