The two I mainly use is after an ID > wallbound close enough to the corner, and do a quick 2A when they tech instead of going for dash under 3C. Puts them back in the corner providing they're teching, but of course you sacrifice damage and meter from 22C or Hells fang. Pretty easy to block though, unless you do crossover ID straight after, so the guaranteed damage is better in most cases.
The other one is after an airthrow. Pretty simple because of how much momentum you can get, so a 2A will get you under nice and easy. Best used when your back is closer to/in the corner as a midscreen airthrow into any basic combo will put the other player in the corner regardless.
Outside of those two though, you can always use it on someone who delays their tech, but you'd be better off doing 2B>5B>6A>airstuff, providing the proration isn't too heavy.