Couldn't get 5cc to combo from 5b after that many hits in the air, but I admit that I haven't been able to test it as effectively as I'd like. If someone else could test that as well, that'd be nice.
Edit: On checking it more, it works if it's changed to 2d j.a j.b JC j.a j.b j.c. Not entirely sure if it was actually dropping on the 5b->5cc or if it was something earlier, now. The blockstring version has been whiffing for me if the first j.b hits (though this is very possibly just dependant on when you do 2d). Haven't made it work starting off of 2b, though. Again, someone else testing this would be nice.
As for the j.b coming before the j.a... 5b 2d j.b j.a has the unfortunate side effect of not being able to reach the opponent if they get knocked back too far by the j.b. You can download the combo video in higher quality to check for yourself. Slow it down and you'll see the j.b come out second.
Edit 2:
On the 6a32147d6c into 1-wind level 3 j.2c, I can confirm that you don't actually need to use 7d. 4d works, as well, though I believe the timing may be a bit (probably significantly) tighter.
5b 5cdc 236b dash 6c j.c j.214c land SJ j.c JC j.c j.236a - 2896 dmg
In the corner, on a non-fully cornered opponent, you can throw into 5cc wallbounce loop without using any wind.
Edit 3:
2 wind variation of a combo. 5b has to be point-blank (or very close to it).
5b 5cdc 236b dash (dash as far forward as possible) 6a632146c dash SJ 8D (lvl 3) j.2c land 236a 3c (2-3 hits) 214c 6c j.c land SJ j.c JC j.c j.236a
Not sure exactly how to get the extra j.c JC j.c j.236a legitly (it can be done, but I'm not sure exactly how).