For the spike: Air spike has 2 frames of leniency to connect a 2A afterwards. Ground spike and burning ground spike are much easier, somewhere along the lines of 4 to 5 frames? The Rei infinite is extremely easy, and there're a surprising amount of situations where it can go in (sit confirm far D boost 214D).
A more damaging version of the blowback combo is: CD, autoboost far D, AC, TK 236C(boost), 2C, j.B(rising), j.B(falling), 214D, 2A,2B,C,AC, blahblahblah. The height which the grave shoot floats to is entirely based on the air combo height acheived prior to the grave shoot, which is why it's hard to do after you've already done an air spike before. In this case, it floats to almost normal height, allowing you to mash more hits in.
Also, if you have trouble doing the low air spike after a previous air spike or musou insatsu, try C->2C->AC to float instead of just C->AC. 2C bounces the opponent into the air, making the grave shoot hit the opponent in midair, giving you just that little bit more leeway.