Just came up with a wacky looking combo- it's a 6C FC while Mu is in the corner. I'm sure we've all gotten a 6C FC at least once while Mu herself is near the corner, but SoD won't catch the enemy on the wallbounce back, or if it does hit, you're too far away to carry them all the way to the opposite corner for the 7k combo...plus a 5D midscreen fatal combo is weak. So I thought, why not just carry them back to the corner I'm at?:
(Mu in corner) 6C FC, 4D, 214D, dash behind enemy and turn around 6A, jc j2C, land, dash 2B, 6A, (2C), jc jC, jc jC, j2C, 2B, 6A, 2C, jc jC, j2C, 2B, (5B), (632146C) (~5.9-6k, builds 39~44 meter)
Tested on Hack-u-men so far, but most likely works on every character. Seems to work on everyone but Carl, I just can't get the 6A to connect on him.
-Make sure to 9 jump the jump cancels to carry them closer to the corner and help your 6As and 2B/super connect.
-Builds at least 39 meter, so if you have at least 11 meter you can always tack on super at the end. If you have at least 10 meter, it'll always work on males with 5B at the end. And if you have 8 meter, it'll always work with the first 2C.
-The 2C is just for some extra damage/meter gain, and the 5B is just for if they happen to be a male character that isn't Bang or Hazama; you only lose 50-100 damage and a little meter gain without them. I find it easier to connect the 6As without the first 2C, so you can just omit it if you don't care about or need the extra 3 heat.
-The combo will even work if Mu is all the way with her back towards the corner, and the opponent is underneath the timer and 1P's first four guard primers. Just adjust your dash length according to how far away they are from you as they're caught in the explosion.
-You have to do 4D 214D pretty fast on Rachel, so it might be harder to confirm on her.