After many hours of exploration I believe that I have found what I currently deem as the best possible B&B for this character:
1. Very easy to do.
2. Good damage (The overall damage depends on the starter, and I started with a light attack in the video)
3. Grants a lot of meter.
4. Works even on Rocket Raccoon’s small hurtbox.
5. Carries almost full screen.
6. It does not need any variations. No matter if midscreen or corner, and no matter what were the the starting hits before the LK+HK, you can finish it without fear of dropping it.
7. The combo is purposely build to continue after an early LK+HK. This is key because Captain Marvel likes approaching with raw LK+HK and d+HK →LK+HK. It will also work from a simple ground chain → d+HK → d+HP, but you should learn to do the “One true form”.
8. Other variations or additions to this combo may allow you to get an extra 100-200 or so, but you lose on all the aspects of being easy to do, from any starter in any position on any character. I think it even makes her fancy flight loops obsolete.
The combo is:
Whatever → LK+HK → j.HP → Land → d+HP
→ Super jump forward → j.HP → j.d+HP → j.HK
→ Land → LK → HP → HK → f+HP → d+HP
→ Super jump forward → j.HP → j.d+HP → Super (Don’t do a special before the super.)
Meterless ending:
→ Super jump forward → j.HP → j.d+HP → j.HK or qcb+HP or qcb+LP
What makes this combo so stable and easy to do, is to minimize the role of the last air combo. In other variations, the air combos at the end not only require harder things like LK+HK and airdashes, they are also very prone to dropping because the windows have become very right.
Instead, I’ve taken away hits from the air combo, choosing to end it with j.d+HP which offers the most hitstun and the most lenient way to connect the enders. Instead of the hits I’ve omitted from the air combo, I’ve added additional hits to the ground beforehand.