Just dropping in to note that 5A > 5B is a great way to finish off a more prorated FC B+D if you're going for super.
I was using 5A > 2B > J.C > 214B > Super, but I found the D version would drop mid-super on occasion (likely has something to do with how late or early you cancel into it). I was then trying 5AA > 2C > 214B, but on combos off of certain starters (ground bounce 214AB or Throw > OMC > 5AA for example), it would be pretty hard to hit and in some cases, the super would drop anyway. I now use 5A > 5B to cut out all that nonsense when I want to finish with a super and the typical 5A > 2B ender if I'm not. The damage is more or less the same.
Also, I haven't gone through the whole thread yet, so I'm not sure if it's been posted, but I found a neat corner to corner combo that's really easy to do.
FC 5AA > 236A > 6 > A > 236A > 6 > A > 236A > 6 > A
You can end it with both supers, but getting the timing right on the D super so that all of the super's hits actually hit the opponent is pretty tough. C Super's still a good way to top it off if you want a little extra damage and have the meter for it.