All credits to "RedRaptor10" from TYM
These are my current BnB combos I use with Skarlet. I know she has more damaging combos, but there are a couple of reasons why I prefer these combos. First, these combos are easy to do and don't require as much strict of a timing as her other combos. Second, the higher the opponent is from the ground when ending with Skarlet's standing reset, you get more frame advantage. Last, doing multiple Red Dashes and Down Slashes in a combo builds more meter than her higher damaging combos.
Combos:
0:05 - Down Slash, 2, Red Dash, Down Slash, 2, Red Dash, Down Slash, dash, 1, 1, 2 (33%, 8 Hits)
(This may be done off of an EX Red Dash or any string such as F4, Red Dash.)
0:14 - Up Slash, F4, Red Dash, Down Slash, 2, Red Dash, Down Slash, dash, 1, 1, 2 (29%, 8 Hits)
(I use F4 at the beginning instead of 2 because if you do 2 too early, it will whiff since the opponent is launched so high up. You can replace F4 with 2 or vise versa in any combo because they will do the same damage.)
0:23 - EX Down Slash, dash, 2, 3, Red Dash, Down Slash, dash, 1, 1, 2 (30%, 8 Hits)
(It is kind of difficult to do more than one Red Dash after an EX Down Slash.)
0:32 - F2, 1, 2, 1+2, Red Dash, Up Slash, dash, 2, Dagger Toss (dash cancel), 1, 1, 2 (31%, 11 Hits)
(F2, 1 can actually be hit confirmed into Red Dash, Down Slash, but just in case you can't hit confirm it then you can do this combo.)
0:40 - B1, 1, F4, Red Dash, Up Slash, dash, 2, 3, Red Dash, Down Slash, dash, 1, 1, 2 (35%, 10 Hits)
(B1, 1, F4 is usually done on low hitbox characters such as Mileena.)
0:49 - D1, Up Slash, dash, 2, 3, Red Dash, Down Slash, dash, 1, 1, 2 (26%, 8 Hits)
(This combo can also be done off of other anti-airs such as standing 2. The combo may vary depending on how high the opponent is from the ground.)
0:58 - NJP, B2, Down Slash, 2, Red Dash, Down Slash, dash, 1, 1, 2 (32%, 8 Hits)
(B2 has a wide range so pulling it off after a NJP is easy to do.)
1:06 - AtA jump punch, dash, F4, Red Dash, Down Slash, 2, Red Dash, Down Slash, dash, 1, 1, 2 (22%, 8 Hits)
(After an air-to-air jump punch, F4 can be used since it has a wide range.)
Wall Combos:
1:15 - Down Slash, B2, Down Slash, B1, 1, F4, Down Slash, 1, 1, 2 (37%, 10 Hits)
(This may be done off of an EX Red Dash or any string such as F4, Red Dash. If you're not at the wall and you need to get the opponent to the wall, you can add Red Dashes after B2 and B1, 1, F4.)
1:25 - Up Slash, B2, Down Slash, B1, 1, F4, Down Slash, 1, 1, 2 (34%, 10 Hits)
(This is the same as the previous combo but the B2 has a more stricter timing.)
1:35 - EX Down Slash, B2, Down Slash, B1, 1, F4, Down Slash, 1, 1, 2 (38%, 11 Hits)
(This is also the same as the previous two combos.)
1:45 - F2, 1, 2, 1+2, Red Dash, Down Slash, B1, 1, F4, Down Slash, 1, 1, 2 (40%, 13 Hits)
(The Red Dash is not necessary if you are already at the wall. You can do another B1, 1, F4, Down Slash but it only does a few more damage and isn't worth it.)
Blocked Teleport Punishers:
1:55 - B2, Red Dash, Down Slash, 2, Red Dash, Down Slash, 2, Red Dash, Down Slash, dash, 1, 1, 2 (38%, 9 Hits)
(To get B2 to land, make a full back dash then input B2. This combo is the same as the first combo.)
2:06 - U3, U3, Air Dagger (Far), dash, 3, Dagger Toss (dash cancel), 1, 1, 2 (34%, 8 Hits)
(Mileena's Ball Roll is the only exception because she can block right away once she lands. You must do this combo to hit her in the air.)
Combos assisted by Ninj and Somberness.