I've been updating the C-Akiha wiki and I wrote down some more advanced combos. I use parenthesis to denote whiffs ie (2A) is whiffed 2A... here's my copypasta. After some training mode, I've decided that it's impossible or at least stupidly difficult to squeeze in (2A) 2A 2C after the advanced wallslams like I could in MBAC (see:
http://www.youtube.com/watch?v=KPJszkaBKHM)
Aerial Counterhit Combos2C BEB 4C aerial~ is the ideal follow up if you can catch them with a 2C. For aerial, use whatever you can manage into airdash airthrow. You will need to improvise based on distance which may even include forgoing BEB.
If you are too far and/or don't have enough time for a 2C, use 2A 5BB aerial~ or hit them with a j.C on the way down before they hit the floor and rejump to continue into an air combo.
Midscreen Combos2AA or j.2C 6C 4C 5C 2C 5BB tk.BE236B land j.BC sdj.BC ad.C Airthrow
6C 4C 5C are all interchangeable and may need to be omitted depending on range.
It's easiest to combo into 6C or 4C as they are both faster than 5C. (j.2C 5C doesn't work)
Add a slight delay after 2C to make the follow up easier.
2AA or j.2C 6C 4C 5C 2C 623B
Sacrifices damage for okizeme since the position gained after an air throw is variable and can be rather far. Delay the 623B slightly. You may insert a 2B between 5C and 2C if you don't like delaying.
For okizeme, you can superjump at them and do a meaty or a mixup. If you happen to land them in the corner with this combo, you may set up an EX Flamepit for superior okizeme.
Corner Combos2AA or j.2C 6C 4C 2B 2C 5C 5C 2C BE5B 4C 63214A
Standard corner combo with an emphasis on okizeme.
2AA or j.2C 6C 4C 2B 2C 5C 5C 2C (2A) 2A 2C BE5B 4C 63214A
Advanced corner combo, use less delay to juggle them higher.
The whiffed 2A must completely recover as well so you can use 2C again.
2AA or j.2C 6C 4C 2B 2C 5C 2C (2A) 6C 2C BE5B 4C 63214A
An even more advanced corner combo, use more delay here.
Probably doesn't work on everyone and will require more precision.
2AA or j.2C 4C 5C 2C 6C 2C (2A) 6C 2C BE5B 4C 63214A
Yet another advanced corner combo, does roughly the same damage as the one listed before this one.
2AA or j.2C 6C 4C 5B 5C 5C 2C (2A) 2A 2C BE5B 4C 63214A
Confirm on crouchers only, slightly delay the 5C after 5B.
By using 5B to trip instead of 2C, we get more damage here.