Here's what I use which is both similar and different from what people are using, what I've settled on that is optimum:
Corner easiest high damage bnb for me:
(starter) MBbf2, f23, 3, db3, 3, bf1
REALLY easy and the highest damage i've seen online, i havent seen anyone else us the 3 at the end before the bf1 and it does more damage that way and is easier than the swaggy 11bash d12 bf1 ender.
Only thing is right after you f23 do the 3 as soon as possible so when you upward air shield bash your opponent is super high, then you have all day to 3 bf1 in the end. If you dont get the quickest start to the 3 after the f23 then you can finish with 22 bf1 instead of 3 bf1.
WALL BOUNCE:
(starter) BGB (walk back a bit) b3, ji3, 22 bf1
Crazy damage and easy from a hitconfirm d12 with no meter needed
BnB midscreen 1 bar:
(starter) MBbf2, f23, b3, ji3, 22 bf1
Same as most people's, I like the d12 started when we are closeish as its hitconfirmable and SUPER fast and will beat everything. The f23, b3 connection is way too hard compared to the rest of the cast, but with practice its not THAT hard, its annoying they make us have higher execution than braindead people like Black Adam... but WoWo is a highly trained Amazonian Princess so we should be too when we fight!
...but if that is too hard you can try:
(starter) MBbf2, f23, ji2, d12 bf1
This has been shown here earlier by others but the thing with that is the timing of the d12, you CAN do that too early. Its less damage but if you cant hit the f23 b3 connection then do that, or if you are about to win and dont need full damage and want a 100% sure combo do it.
And if you really have trouble:
(starter) MBbf2, 3, bf1
Low starter then quick overhead 2 bar:
f2, ff3mb, ji3, 22 bf1
Throw this out once a match and its probably going to hit. Low starter, you cancel into the f3 OVERHEAD meterburned for two bars, then finish the combo for a ton of damage. This is the only way to have a relatively safe low starter, plus it goes straight to overhead and you always catch people unaware since nobody does it often. Obviously 2 meters, but you can take half their life and almost always hits the first time or two.
Overhead starter then 2 bar bounce cancel:
b2, bb3mb, ji3, 22 bf1
Not as useful or worth it, but do enough low starters and your overhead whip might catch them for a lot of damage. No mixup, but worth thinking about if you have the meter.
No meter:
ji3, db2
Jump at them with your beastly whip ji3 and then finish with the downward shield toss. Unsafe, but can catch people trying to take their turn early, safer if you MB it
ji3, db1
Once you hit lvl two you get the downward air slam, which is safe when MB. A good quick way to get decent damage and keep your opponent scared.
11, bf1
b11, bf1
22, bf1
d12, bf1
Decent damage for no bar, moderately hit confirmable but outside of the d12 they are pretty hard to hitconfirm, but you should be using d12 anyway if you're close.
3, bf1
Lots of damage, easy execution lol. Good punish when they're open, 14 frame startup compared to 8,11, or 10, or 6 of the four I listed above this, respectively.
ji3, d12 bf1
Can hit this if you are close enough when you hit with her whip
ji3, 22 bf1
Can only hit this if you are almost to the ground when you hit with the whip, which is too late to be doing it normally as you should be swinging your whip earlier than that.
All of these aren't maximum damage, but to me they are the maximum OPTIMUM damage combos that we'll hit 99% of the time. Hope it helps and let me know if you guys have anything else to add <3
"You fight like a man"