Hello everyone,
Been lurking here a while getting all the tech that you guys have put up, and I feel like it's time to share my own findings (although I anticipate that most of you have seen this before).
After messing around in training/playing casuals with a friend, I've found that I mostly lean toward a few bnbs:
1: Close range 2A starter/Assault starter: 2A 2B 2C 5C jB jC j2C 3C B+C jBB j2C j236B (for oki)
2. Far range any starter: *Starter* 2B 2C 236A-6C j[C] jBB j.2C (2C 214A) (or j.236B oki) *sometimes 3C B+C etc. but i'm pretty inconsistent with it.
3. 2B starter: 2B 2C 5C jBB j[C] j236A jA jB j2C 3C B+C jBB j2C (2C 214A) (or 236B oki)
I've found that combo 1. works for any jump-in hit if you omit the 3C B+C relaunch but combo 2 doesn't. Combo 2 can be done from mashing 2AAA (or any other mashed normal I believe) but combo 1 doesn't. I've used these flags to determine which route I should go into when I confirm.
Sometimes I omit the 3C B+C relaunch depending on the situation (3C is too far to hit, poration is being odd, etc), and I was just wondering if the relaunch was worth trying in all situations. On the upside you get another chance to 2C j236B, but on the downside if something goes weird and the opponent techs you've lost both damage and oki. Meh, I guess it's just a matter knowing all possible starters.
I've also found that if you CS 214A (after doing a blockstring) while nanase is airborne, you can jB and jA right after for a sneaky double overhead. It's hard to be consistent with it, and I'm not sure how practical it is, but from playing against Day X folks it seems to work. Anybody else use this?