Some examples:
214P, 5K, 5S, 6S, sj, airthrow(corner) 5S, 6S whiffs, sj(back usually), airthrowOn, sj.K, wait, airthrowShitsu, max range dashing 2D, 236S>K, jump, airthrowairthrow, 5S(JI), 6S, sj.SPS, wait, JC airthrow236H>D, 236H>K, jump airthrow or 5P/5K whiff jump airthrow
Some of those came about by trying to airthrow in places I consistently drop combos. #6 being when I need to dashing Fuujin but don't or just won't be able to juggle after the wall bounce. For the JI installed air combos I think it's best stop right before the JC so you have more options and looks like you jsut f'ed up the JI and dropped the combo. When I don't think a JI air combo will reach the corner to connect j.H, j.D, Orb I'll use it to drag them closer. Most of these work consistently on people who tech carelessly, but will fail consistently on people who don't... which is the general rule.