For CH3Cs I found some better alternatives. If you're going for simplicity, you're in luck, because CH3C seems to be VERY generous.
A CH3C lets you connect 214D with really loose timing, you can actually start to input it a bit after the last hit and it will still connect. This will work anywhere as long as you're closer than the tip of 3C(the 214D will connect, but your only followup would be a really strictly timed 6D), but if done midscreen, it needs the dash for the 6A to connect afterwards. So the following is pretty universal:
CH3C>214D>(66)>6A>5C>6C
After the 6C there are 2 main simple ways to follow up:
-236C near corner. The outer limit seems to be 1 line to the right of the middle line between the 2 big blue lines in the training room(or 3 small dashes from starting position).
-6D anywhere besides the corner. Obviously not too close to the corner, but at that range 236C will hit anyway, so no loss there.
The simplest followup with 6D will net 3.5k with j214D finish and 4.5k with 632146D
The best(probably? who knows?) followup for 236C seems to be 22D, but if you have a hard time with that, 2C>j5C>j2C>JC>j5C>j2C>632146D will net you an easy 4.5k as well.
I know your combo isn't supposed to be optimized, but it's actually way harder to execute than it should be.
Here are the important parts listed, they all work by themselves:
CH3>214D
214D>(66)>6A - dash only not needed when you're cramped in the corner
(corner)3C>236B>2B>6A
236C>22D - (needs some muscle memory)
CH3>2C>5C - A simple version, for those times when you REALLY want to be lazy. It's damage is basically the same as if you did CH3C>6A, but as with 214D, it's easier to hit. Slso, it looks a bit mundane, so people might get salty over it and make it easier to win(even though outside the most optimized combos, it's just as effective as anything else).
Now, what this thread is lacking way too much in my opinion, is Astral combos, so here are some:
Normals:
5C>AH
6C>AH
3C>AH
4D>AH - NINTENDO HARD spacing required for this to work
CH6A>AH - ground hit
CH5B>AH
CHj5B>AH
CHj2C>AH
6B>2D>AH
214D>(66)>6A>(5C)>(OD)>AH - the AH seems really hard to do after dashing, the 5C gives enough time to properly input the AH, the OD can help with it at the cost of making the timing stricter - pick your poison.
OD>CH22D>airdash>AH - Fancy as hell, also it's possible to do on reaction if the opponent tries something really obvious, like a Hell's Fang from half screen away, or stuff like Kagura's 6D>C, Tager's 2D, you get the point.
2A>3C[1]>OD>3C>AH - for those times when you REALLY want the certain win
anything>3C>AH - it will hit as long as the 3C hit closer than the tip
point-blank 5C>AH
anything>214A>AH
Corner:
6B>AH - rarely works, REALLY tight
236C>AH
236C>6B>2D>AH
236B>2B>6A>AH - It looks like it would be too far, it's not. On the other hand, it will be too far if you put anything in front of 236B
My favorite: CH3C>236D>AH - The opponent arrives on a juggling silver platter. I'm quite sure it will be the most feared experience for anyone who got caught in it once.
Luckily, against the burst-happy opponents, there's the CH3C[1]>OD>236D>AH version.
Sorry for the format, I might make it a bit easier to read later.