The Combo Fillers section in the OP is still empty (
Jaxas
when?), so I felt like leaving some notes and observations of mine on what moves link into each other.
dtilt: I usually follow this up with fair > Twist or just Twist. I'm still working on perfecting fair spacing so that it combos into Twist consistently, if you do it wrong you'll hit them too far away for the combo. I want to explore going straight into ABK after dtilt if they fly too far for fair or Twist, but I'm not sure it would combo.
If your opponent isn't close to you when you hit him with dtilt, jump->ABK is the most optimal choice, because fair can be airdodged.
utilt: Twist. I'm sure uair or fair would work too, but I generally go straight into Twist. (This assumes I get the sweetspot hit.) For the sourspot hit that knocks people away from her, I'm not sure what's best. I assume fair would work?
Utilt at low% combos with the first frames of uair (you have to turn around if they DI in the direction you are facing), even at mid% I prefer to do uair->JCupB1, so they will be hit from the tip of the first upB, and even if they DI down you can easily hit them with ABK, while if they DI up you have just to waste your 2nd jump and ABK. I think uair is better than straight upB because it gets the enemy closer to the ceiling, if the opponent is at kill% it can make the difference. At kill%, sourspot utilt combos with RAR bair, and even sweetspot utilt does
ABK: Reverse Twist is the go-to for combo extension, I think, and for good reason. Reverse dABK doesn't combo but the enemy is generally in the right position regardless. Bair works if you don't want to burn any Twists or jumps for whatever reason. Uair can be a finisher if you're near the ceiling.
dABK: Valid followups seem to vary based on enemy % and fall speed. Fair, Twist, a second dABK, or a regular ABK all seem to be feasible depending on the situation.
Twist: Double jump cancel Twist is guaranteed but the execution window is small. I think 3 frames? Twist 1 combos into ABK or fair, but sometimes you need to burn your double jump. Holding Twist makes you wait longer to act, but you can still get ABK out of it that way at mid %. Twist 2 has zero knockback whatsoever and fair is an easy followup. Uair doesn't register as a combo but the CPU never dodges it so...maybe? (Bayonetta can probably avoid it with Bat Within though.) Not sure about ABK/dABK.
fair: Fair 1 combos into Twist or ABK. I personally use this to lift Bayonetta a bit when going for ceiling combos, or to buy a second to get my bearings. Fair 1 2 3 tacks on an easy 12% if you want to finish the combo and get back to the ground.
uair: I've seen this lead into great things but haven't used it myself as anything other than a finisher near the ceiling.
Uair is a great combo starter even from the ground at low or mid%