Other than 66 shenanigans.
I was trying something different in the lab:
Midscreen, I was thinking of ending combos with 236B~6A because it pushes the opponent towards the corner and gives enough time to dash in and pressure. Gives good GRID advantage and you can even pressure with J.236A.
I haven't tested this in battle, but its probably not applicable in every matchup because sometimes creating a distance is not advantageous. At some distances, also based on length of the combo, the opponent will recover before hitting the wall, but you are still in good position to play footsies.