Using Justice's combo as a springboard (2B/5B 3C 5D 236D 63214B 2C 5C 6D 236D RC (smp reset)) I think I have a reset in the corner
2B/5B>(5C)>3C>5D>236D>Orochi>2C>5C>3C>5D>22C>2C>j.c.
Req:Corner, at least 25 heat.
Dmg: 2345 (2578)
HG:~43 (~44)
After jump cancelling the 2C you have a few options.
J. 5D seems like the safest bet and seems to be a good meaty in the corner. If the enemy techs in the air and you get a counter hit the j.5D will ground bounce them and you can continue with another combo. Course, it's not an overhead.
J.2D is the next choice, and roughly will cover their escape almost as well as j.5D. It's an overhead too which is nice. However, if you hit anyone in the air, even a counter hit, the combo will stop there.
j.A+B is the next option I've found. However, to combo after it you must j.c the 2C straight up and the enemy must aerial tech forwards or backwards. If you j.c. forward the enemy will lodge in the opposite corner of the screen and that's bad.
Will test this more tomorrow afternoon. Let me know if you guys find anything wrong, because heaven's to Betsy I'm hoping this one doesn't just work on the computer like the last one I thought I found.
Edit: Also, it's a good FC combo after FC 6B.