What I’ve got so far:
Starters: jHK cHP, QCF+PP cHP, or dfLK LK LK MK
xx QCB+HK, cHP xx QCB+MK, LP+MK or cHK (404, 434, 337 dmg) (you can do two QCB+HKs for 6 more damage, but timing is tricky)
one meter:
xx QCB+HK, cHP xx QCB+MK, RDP+PP, LP+MK or cHK (455, 485, 364 dmg)
two meters:
xx QCB+HK, cHP xx QCB+MK, QCF+PPP (548, 578, 442 dmg)
three meters:
xx QCB+HK, cHP xx QCB+MK, QCF+MP+MK (430, N/A, 352 damage + partner’s damage) (tag)
xx QCB+HK, cHP xx QCB+MK, RDP+PP, QCF+PPP (580, N/A, 444 dmg)
Starter: QCF+PP QCF+PP, corner only (flashy combo, more efficient to not do the second QCF+PP and just do a combo from above)
cHP xx QCB+MK, LP+MK (435 dmg)
three meters:
cHP xx QCB+MK, RDP+PP, LP+MK (498 dmg)
cHP xx QCB+MK, LP+MK~MP+MK (damage depends on partner)
Starters: st. MK LK MP or dfLK MP cLK MP (this string is not a natural combo) (combos off a launch)
-> cHP xx QCB+HK, LP+MK (296, 267 dmg)
one meter:
-> RDP+PP, cHP xx QCB+HK, LP+MK (355, 352 dmg)
two meters:
-> RDP+PP, cHP xx QCB+HK, QCF+PPP (440, 506 dmg)
three meters:
-> cHP xx QCB+HK, QCF+MP+MK (316, 282 dmg + partner’s damage
Starter: CH LP+MK or anti-air LP+MK: (combos off a ground bounce)
-> LP+MK (193 or 180 dmg)
one meter:
-> LP+MK, tag (damage depends on partner but usually worth it because damage scaling is still only 80% when they come in)
Starter: LP, MP, LK xx:
-> RDP+LP, cHP xx QCB+LK (289 dmg)
one meter:
-> RDP+PP, walk forward, cMK xx QCB+HK, LP+MK (342 dmg)
two meters:
-> QCB+HK, QCF+PPP (410 dmg)