I believe one of the videos posted shows that setup. I had completely forgotten about it though, TBH and went for the Challenge 7 branch instead turning that into a 4-5k combo.
I do know that (again if it's not mentioned, I'm still going through all the set up ideas as I'm new here) that you can link a fully charged SoD to CH 2C. As with the double 214D stein combo, the opponent has to connect at the end of the animation which is easy to do if you use any variation of the 6C > 5D >6D setup and have already conditioned them to jump out of it..
Then again, if you have already conditioned them to jump out of it, it would be more effective to simply throw 4 more steins in should you choose to use the 236D variant and combo that into an air ground rapid cancel combination.
A particularly favorite combo of mine is 214D (provided it hits) > dash > 6B > dash > 6A > j.2C > Dash > 2B > (provided they are now in the corner) 5C > 2C > j.C >j.2C > 2B > 5B > 632146C It's an easy 4k without meter and 5 k with meter
There's another variation that works from full scree and far from wall but it doesn't work against the usual cast (Ragna, Lambda, Litchi, etc) so it's not worth learning or mentioning.
Also, I mentioned before full delayed SOD can connect with 2C CH but if you can set up a fully charged SoD magic happens. From there it's:
dash > 6B > dash > 6A > j.2C > Dash. 2B > 5C >6C > j.C > j.2C > 2B > 6A > j.C >j.2C > 2B > 5B > 632146C
It's almost exactly the same as the 7k with the exception of another 6B (physically impossible) but I find that there are some situations in which I can bait this much better than I can a 6C fatal counter hit. Best part about it, if you fight a primer weak opponent and focus those down you can perform this combo for free.
Focusing on primers is silly against people like tager but against the average opponent 1 burst makes the round very easily go in your favor.