Don't forget Veil Off, 22 frames startup can still catch people being too aggressive. The potential damage and almost guaranteed Vorpal makes it quite nice.
Air fireball super is kind of nice. With 100 meter you can j.236B>j.236C to lock the opponent down for a sec (or even punish them sometimes) while your B fireball slowly travels towards them. Problem with the super is that it isn't full screen, if the opponent is full screen away they completely dodge the super.
Edit:
Also after any fireball hit the combo I use is
fireball hit (A or B) > 5B/5C (whatever you feel comfortable, I use 5B for sweet tornado) > j.BB > j.[C] > j.236A > rejump > j.A > j.B > j.2C > 3C > B+C > j.2C > j.236B oki
Not sure what the damage is, don't have console to test.
If they're too high for 5B/5C you can skip that normal and go directly to > j.BB > ect. part of the combo.
If the fireball is a counter hit you have all the time in the world since they don't recover until they hit the ground.
You can also flip the first ground normal and the fireball hit around. So you can do 2B/2C > fireball hit > ect. iirc.
Either way every fireball hit can be converted to a combo easy as long as you are in range for the 5B/5C hit.
Now that I'm done this post I think you can do a bit more in the end of that fireball combo, I just always cut it short to keep things consistent.
Edit: Edit:
Ultradavid says plinking works in this game? Is that true and does it help Nanase at all?