Didn't see this reading through the thread, but was messing around with corner horizontal followup 5D in the corner. 5D(hold towards opponent then wait), 6HS xx KQV, 6P 6HS xx SQV, 5P(ball hit), jump cancel air dash j.SHD, 6HS xx set. does about 10% more damage(151-152) than standard j.SHD cl.S 5H stuff, and builds = tension.
Could only get this to work on Ram/I-no but I think you might be able to sub an SQV > 5P > 6HS on some characters for the KQV part. It might also be possible on Axl but i have terrible execution and if so it's harder on him. you can also add in a 5K before the 6P to get it to work on some other characters but it scales the combo to where you're only getting 3 extra damage.
alt combo 5D(hold towards opponent), H Set, 5HS xx KQV, 6P 6HS xx SQV, (wait a few frames) 5P(ball hit), jump cancel air dash j.SHD, 6HS xx set(144 damage I-No)
this combo does about 8~ less damage than the previous one, but if you properly time the 5P ball hit and you hit j.D late/high enough you get to preserve that HS ball you created at the start which allows for more oki options. The timing is pretty tight at multiple points though, but the key point to messup is the delayed 5P ball hit. If you do mess up there and end up hitting both balls the combo doesn't drop and you don't lose any damage, you just lose the HS ball. still trying to work out who all it works on. I got it to work on Elphelt 1/20 tries or so, but hit it most of the time on i-no. Ram seems possible too but like i said my execution is horrible so it might be possible on more especially using 5k to pop characters up higher.
I just started playing a few weeks ago so sorry if this isn't any good.
EDIT:
at least on I-No you can end the first combo with SQV, 6P 6HS xx set instead of the set, but it's incredibly finnicky and you're usually out of range. tiny bit of extra tension and you get 4 more damage.