@Primiera: If you're not specifically ending with a knockdown, just go for the damage and go back to neutral. If the opponent does something silly like just mash an attack after teching on the way down you can AA him.
@Myoro: AB2 -> 6C -> optional 6C -> super jump back -> j.236Bx5 (only the 4th+5th or just the 5th should hit) -> jump cancel forward -> j.236Bx5 (only the 4th+5th or just the 5th should hit) -> jump cancel neutral -> j.236Bx5 (only the 5th should hit). If it's really prorated you might have to go for just the 5th hit hitting them for each, but usually for the first set of 5 you can do the 4th and 5th. Some characters might have to be timed differently before the first 6C after AB2 is activated. Some you can't do one 6C into the super jump and need the second 6C for the correct height. Arakune/Tager it needs to be done a little differently, usually I use 6C -> 236C -> 6C against them. Keep practicing until it's consistent, it's just a matter of execution.
@NeoGio: I'm pretty sure neutral super jump is character specific, isn't it?