BNB's

Condition Notation Notes
Meterless Corner to Corner BNB
Anywhere, Any Starter (5A > 5B > 5C)/2C > 3C > 623[A] , j.8/9[C] > sdj9.[C], land (2[C]) 2C > 3C > 623[A], 421A/623A Meterless BNB, gives corner carry anywhere on screen. Damage is largely influenced by starter, 5C > 3C does substantially more damage as 2C guts proration. 2[C] , 2C is not possible unless second j.[C] puts opp directly in the corner. 421X ender gives poor oki but creates a safejump opportunity. Opt for 623A here.
Metered Corner Oki BNB
Anywhere, Any Starter, One Bar Starter > 623[A], j.8[C] > sdj.[C], land 2[C], (5AA)/(5B)/(5B > 5[C] > delay) > 623[B], OTG > 623C Standard BNB with 623[B] extension. OTG sequence dictates size of gap from 623C. I will go over OTG variations later, OTG 5B > 2C > 623C works universally in the corner and gives the best damage.
Meterless Side Switch 421B BNB
Cornered - Before Midscreen, Normal Starter Starter > 2C > 3C > 623[A], j.8[C] > dj9 > wait > dl j.[C], land 66 > 2C , 3C, 623[A]/ 5B > 421B Creates a side swap into 421B Oki.
Second J.C must be delayed until right before opponent hits the ground.
2C > 3C > 623[A] extension creates more corner carry, allowing for cornered 421B sandoori if spaced correctly. 5B > 421B is a more universal option that works on characters with weird hitboxes like Hime and Nero as well as characters that are hard to 2C like Ryougi. Route does not work with only 2C as a starter. Go for this after hitting crossup in the corner.

ENDERS

Ender Example Route Notes
421X …2C > 3C > 623[A] > 421X BNB Ender, gives HKD and a safejump from anwhere on the screen.
623A …2C > 3C > 623[A] > dl.623A OR Dropping v.s. Kouma/Ries. Same conditions as 421B, 623[A] 623A delay is character specific. If you arent confident its fine to omit the 623[A]. Sideswaps into Midscreen oki.
623[A] …3C > 623[A] > sj.9[C] > j.7[C] > dl. 5[C] > dl623[A] OR
…land 2[C], (5AA)/(5B)/(5B > 5[C] > delay) > 623[B], OTG > 623C > (microwalk) 2B > 623[A] Creates a 4 way with character and position dependant routes in the corner. Can be set up with or without a gap after 623C which is helpful for hard to safejump slow wakeup character matchups.
623[B] …land 2[C], (5AA)/(5B)/(5B > 5[C] > delay) > 623[B], OTG > 623C > 66~2C > 623[B] Useful for slow wakeup characters, sandoori > meaty bite, and some extremely niche/gimmicky setups.
623C land 2[C], (5AA)/(5B)/(5B > 5[C] > delay) > 623[B], OTG > 623C The classic. OTG pulls opp out of the corner for a 4 way mixup
214C land 2[C], (5AA)/(5B)/(5B > 5[C] > delay) > 623[B], OTG > 214C >(microwalk) 2C Like 623C but trades some damage for some interesting mixup options. Microwalking even one frame before the 2C will closes the corner gap for a safejump/two way mixup. Dont walk for a 3 way.

OTG

5C/5[C] Highest possible damage OTG, very strange link. Only possible at hitcounts lower than 6
5B Recommended pickup for midscreen OTG situations under 6 hits like 623B, 236B
22B Works midscreen under 6 hits, less damage than other options. Doesn’t move Satsuki at all, making this useful for certain oki setups in the corner.
5B 2C Standard corner OTG pickup, highest damage option. Use this one.
5A 5B 2C Pulls opp out of the corner slightly more for a bit less damage than 5B 2C. Useful for confirming in certain situations.
5AA 5B 2C Pulls the furthest out of the corner while still keeping 623C relaunch. Extra gap makes 66~8 drift a bit easier. Sets up into 623C > 2B > 623[A] for smallest possible gap. Drops unless directly in the corner.
5AA 5B 2B 2C Longest possible OTG string. Good for building just a little more meter before relaunch. Only allows for 214C relaunch.