I found these, done from the match start positions(purely midscreen), tested on Jin/Hazama/Bang(too lazy to test other hitboxes)
They're all variants of the same combo:
5B 5C 6A 6C Swallow Moon j.C 236B *dash* 5C 2C 214C sj.B j.C j.B j.C j.236AAA
3655 damage, 41 heat gain (when doing 5C 6A 6C the 6A has to be gatling'd immediately)
5A 6A 6C Swallow Moon j.C 236B *dash* 5C 2C 214C sj.B j.C j.B j.C j.236AAA
2823 damage, 37 heat gain
5B 6A 6C Swallow Moon j.C 236B *dash* 5C 2C 214C sj.B j.C j.B j.C j.236AAA
3492 damage, 38 heat gain
5B 5C 6A 6C Swallow Moon j.C 236B *dash* 5C 2C 214C sj.B j.C j.C j.D(Hammer) 5C Cure Dot Typhoon
5147 damage, Uses 50 heat, regains 44. You can start with 6 heat and build the meter for the super ender.
I'm VERY bad at doing Hammer Loop/Hammer Loop Variants, so these can probably be optimized further. But from starting positions(P1 and P2) they give corner carry, can go into your oki ender of choice(like 214C -> 236B -> 214B) and it looks to be more favorable than other midscreen BnBs.
I dunno if 2B instead of 5C lets you pick up from farther away, to allow it to combo from outside of dead center midscreen or closer to the corner. I also think that doing 5C j.B j.C j.C j.D(Hammer) after 236B would allow for a Hammer Loop, whereas during the combos I posted they tech during the 2nd rep, you can't even do Air Persia ender if you throw in a hammer.
I never see anyone do 6A 6C gatling, so I hope these are something new.
EDIT: If the combo doesn't work on a character try doing 5B 6A, although 5B 5C 6A seemed to make it easier on some characters.