Usually anything I post in these threads is stuff I pull out of training mode immediately before, which helps me make sure they work. Speaking of which.
CH 3C (7 hits), 5B > jc j.A > j.B > j.C > jc j.B > j.C > j.236A - 2012 damage
So yeah... Here's something else you can do with a 3C counter hit I guess, though I can't say I recommend it unless you are really close to your opponent, because otherwise the additional 3C hits can whiff and kill the combo. Timing 5B can be dumb too, but might be reasonable if you practice it. I guess this is kind of unique in the fact that the winded version actually does less damage than this wind-free version. Compensates with difficulty, though.
CH 3C (7 hits), 8D (7th hit), 5CC > 236B, dash, 214C, dash, j.C > jc j.C > j.236A - 2409 damage, 1 wind
You can do this too. This is basically the same as the normal hit version of this combo, only on counter hit (because it won't work on counter hit with only 3 hits. ).
Both of these have the same problem in that you need to commit to holding 3C, and you have to make sure you get all of those hits in, or else your opponent won't be raised high enough and will tech as soon as they hit the ground. 2k and 2.4k off 3C CH without meter is pretty okay. Sometimes, it's just better to frog, though.