Damage levels without charge seem slightly higher, but not as good as CS2.
There's an actual choice in the amount of damage you want to dish out to your opponent this time around though, since an air combo ender still allows you to keep up pressure, the only difference is the amount of damage and charge you can get for the different enders.
Speaking for chargeless combos the following is true:
Combo that ends in an air ender: Extra damage but no charge gain.
Combo that ends in ground ender: Less damage but 1 charge gained (thanks to the ground ender giving us a quick boost when we tap 5D after it).
I'm not too sure if the air ender can be done off of every starter (requires DP whiff? Or I think I saw 214B working too at some point against a grounded target), but I guess if you're already sitting on a bunch of charge but don't want to spend it yet then going for an air ender seems to be better.