This is where I'm at right now for combos all damage is measured of cl.D(1), f.a starter unless stated otherwise
WORK-IN-PROGRESS
Starters - cl.C/D, f.a
cr.b, cl.b, f.a
cr.C
Midscreen
Meterless - Bandeiras does great without meter thanks to QCF + C being a fantastic ender giving good
damage AND a hard knockdown leading into solid meaty oki, as well as air resets to keep
your opponents on their toes
HCF + D, QCF + C (210 + Hard Knockdown)
Stable ender leads into meaty cr.b / meaty f.a / stepback hop c / stepback hop b crossup
HCF + D, cr.C, HCF + B(Whiff) (191 + Air Reset)
Decent reset you have time to meaty
HCF + D, cr.C, DP + B (191 + Air Reset + Side Switch)
Better reset gives more time to meaty than HCF + B although not enough for f.a, Side switch is
easily reactable but still useful for positioning
HCF + D, cr.C, HCF + D(Whiff) (191 + Air Reset + Optional Side Switch)
Weakest air reset if cr.c is done early side switches if done later it does not, doesn't give time
to meaty, side switch gives much weaker spacing cr.c is all you can really get, if someone is
used to reacting to HCF + B reset as same side then maybe this'll catch them but probably not
HCF + D, HCF + B, far.b (207 + Air Reset)
Higher damage air reset that is relevant at a very specific distance from corner probably better
to just take the hard knockdown
1 Meter - This is where Bandeiras's resets start to really shine, here they start to out damage his hard
knockdown ender and importantly they only use one ex move meaning you'll often be able to
do a cheeky ex move combo if the reset connects. It's also importantly when you start being
able to combo off of his f.a command overhead
MC cr.c, HCF + D, HCF + BD, delay QCF + C (294 + Hard Knockdown)
Just as stable as before but probably better to go with resets here, depending on team position
you'll have MAX time left to use EX teleport for your oki
MC cr.c, HCF + D, HCF + BD, delay HCF + B, cr.C, DP + B (316 + Air Reset + Side switch)
The delay on HCF + B can actually be split between the HCF + BD and the HCF + B if you find
that easier. The amount of advantage on the reset is related to the height that the last cr.c hits
at which means to get a meaty out of this you need to control the height of the juggle perfectly
which can be pretty rough but if you do it correctly cr.b will be a meaty. The HCF + B reset can
be done instead but you can't get a meaty from it so I'd advise against it
QCF + A, QCFx2 + P (289 + Hard Knockdown)
Gives a notably long hard knockdown but not that useful midscreen
QCBx2 + P, HCF + D, QCF + C (274 + Hard knockdown)
QCBx2 + P, HCF + D, HCF + B, cr.C, DP + B (301 + Air Reset + Side switch)
Different confirm, strictly worse than the Max mode combos
2 Meter - QCFx2 AC is an excellent ender super and if it hits low enough there is a final slash which
causes an incredibly long hard knockdown, QCBx2 AC is a great starter if you intend to lead into
resets and if you land a reset while still in max mode is an excellent use of meter
MC cr.c, HCF + D, HCF + BD, delay HCF + B, QCFx2 P (480 + Hard knockdown + Side switch)
If you control the juggle height correctly you'll get the final slash on the super by just button
holding it. This knockdown is dumb long so add safehops to the standard oki options
MC cr.c, HCF + D, HCF + BD, delay HCF + B, QCF + A, QCFx2 P (489 + Hard knockdown)
Bleeds a little extra damage out of the combo but stops the final slash hitting, it's still a hard
knockdown and sends the opponent flying towards the corner
QCF + A, QCBx2 AC, HCF + D, QCF + C (460 + Hard knockdown)
Stable ender same oki as usual above combos are preferable
QCF + A, QCBx2 AC, HCF + D, HCF + B, cr.C, DP + B (486 + Air Reset + Side switch)
Same as usual you have time to meaty however if you use the HCF + B version of the reset then
you won't
MC cl.d(1), f.a, QCF + A, QCBx2 AC, HCF + D, QCF + C (428 + Hard knockdown)
MC cl.d(1), f.a, QCF + A, QCBx2 AC, HCF + D, HCF + B, cr.C, DP + B (447 + Air Reset + Side
switch)
Max mode variations worse damage, easier to confirm
3 Meter - It's generally pretty easy to work his climax move in as an ender but the damage isn't that great
it is a hard knockdown though and you do have time to run up and meaty
MC cr.c, HCF + D, HCF + BD, delay HCF + B, QCF + A, QCFHCB + BD (596 + Hard knockdown)
This is possible with any size max gauge but it's pretty strict if he's your point
HCF + D, QCF + A, QCFHCB + BD (542 + Hard knockdown)
Lazy combo
I have more but it's getting late I'll update in the future, feel free to mention where any of this could be improved
WORK-IN-PROGRESS
Starters - cl.C/D, f.a
cr.b, cl.b, f.a
cr.C
Midscreen
Meterless - Bandeiras does great without meter thanks to QCF + C being a fantastic ender giving good
damage AND a hard knockdown leading into solid meaty oki, as well as air resets to keep
your opponents on their toes
HCF + D, QCF + C (210 + Hard Knockdown)
Stable ender leads into meaty cr.b / meaty f.a / stepback hop c / stepback hop b crossup
HCF + D, cr.C, HCF + B(Whiff) (191 + Air Reset)
Decent reset you have time to meaty
HCF + D, cr.C, DP + B (191 + Air Reset + Side Switch)
Better reset gives more time to meaty than HCF + B although not enough for f.a, Side switch is
easily reactable but still useful for positioning
HCF + D, cr.C, HCF + D(Whiff) (191 + Air Reset + Optional Side Switch)
Weakest air reset if cr.c is done early side switches if done later it does not, doesn't give time
to meaty, side switch gives much weaker spacing cr.c is all you can really get, if someone is
used to reacting to HCF + B reset as same side then maybe this'll catch them but probably not
HCF + D, HCF + B, far.b (207 + Air Reset)
Higher damage air reset that is relevant at a very specific distance from corner probably better
to just take the hard knockdown
1 Meter - This is where Bandeiras's resets start to really shine, here they start to out damage his hard
knockdown ender and importantly they only use one ex move meaning you'll often be able to
do a cheeky ex move combo if the reset connects. It's also importantly when you start being
able to combo off of his f.a command overhead
MC cr.c, HCF + D, HCF + BD, delay QCF + C (294 + Hard Knockdown)
Just as stable as before but probably better to go with resets here, depending on team position
you'll have MAX time left to use EX teleport for your oki
MC cr.c, HCF + D, HCF + BD, delay HCF + B, cr.C, DP + B (316 + Air Reset + Side switch)
The delay on HCF + B can actually be split between the HCF + BD and the HCF + B if you find
that easier. The amount of advantage on the reset is related to the height that the last cr.c hits
at which means to get a meaty out of this you need to control the height of the juggle perfectly
which can be pretty rough but if you do it correctly cr.b will be a meaty. The HCF + B reset can
be done instead but you can't get a meaty from it so I'd advise against it
QCF + A, QCFx2 + P (289 + Hard Knockdown)
Gives a notably long hard knockdown but not that useful midscreen
QCBx2 + P, HCF + D, QCF + C (274 + Hard knockdown)
QCBx2 + P, HCF + D, HCF + B, cr.C, DP + B (301 + Air Reset + Side switch)
Different confirm, strictly worse than the Max mode combos
2 Meter - QCFx2 AC is an excellent ender super and if it hits low enough there is a final slash which
causes an incredibly long hard knockdown, QCBx2 AC is a great starter if you intend to lead into
resets and if you land a reset while still in max mode is an excellent use of meter
MC cr.c, HCF + D, HCF + BD, delay HCF + B, QCFx2 P (480 + Hard knockdown + Side switch)
If you control the juggle height correctly you'll get the final slash on the super by just button
holding it. This knockdown is dumb long so add safehops to the standard oki options
MC cr.c, HCF + D, HCF + BD, delay HCF + B, QCF + A, QCFx2 P (489 + Hard knockdown)
Bleeds a little extra damage out of the combo but stops the final slash hitting, it's still a hard
knockdown and sends the opponent flying towards the corner
QCF + A, QCBx2 AC, HCF + D, QCF + C (460 + Hard knockdown)
Stable ender same oki as usual above combos are preferable
QCF + A, QCBx2 AC, HCF + D, HCF + B, cr.C, DP + B (486 + Air Reset + Side switch)
Same as usual you have time to meaty however if you use the HCF + B version of the reset then
you won't
MC cl.d(1), f.a, QCF + A, QCBx2 AC, HCF + D, QCF + C (428 + Hard knockdown)
MC cl.d(1), f.a, QCF + A, QCBx2 AC, HCF + D, HCF + B, cr.C, DP + B (447 + Air Reset + Side
switch)
Max mode variations worse damage, easier to confirm
3 Meter - It's generally pretty easy to work his climax move in as an ender but the damage isn't that great
it is a hard knockdown though and you do have time to run up and meaty
MC cr.c, HCF + D, HCF + BD, delay HCF + B, QCF + A, QCFHCB + BD (596 + Hard knockdown)
This is possible with any size max gauge but it's pretty strict if he's your point
HCF + D, QCF + A, QCFHCB + BD (542 + Hard knockdown)
Lazy combo
I have more but it's getting late I'll update in the future, feel free to mention where any of this could be improved