so I'm not 100% sure if what I'm about to describe is at all relevant/worthwhile/possible, so apologies in advance if I waste your time.
using variant 2a starter momji loop that does about 5518 dmg on v.sion for reference.
236C psuedo-reset/guardbreak:
...2 reps momiji > 4C > *slight delay* 5A > 5C > 236C..
guard break with 5C > 623B > 4C > 2C [623B or 5BB aerial]
after the wall bounce, they are forced to respond to the 236C which if blocked leaves them in the air long enough for you to recover and break their guard with air-unblockable 5C. different things happen depending on opponents tech choice before super, so for convenience I outlined what I've found out. (note that when the opponent chooses not block the super, you omit the 5C guard break and go straight into 623b or w/e specified)
neutral tech: the anticipated situation
block+guardbreak = 5291 + 4295
no block = 5291 + 4095/???
[when anticipating a no block you can omit the 5C before the super for full combo reset]
* if timed correctly opponent cannot ex shield the super
forward tech: weird stuff
block+guard break = 5048 + 4157
[must omit 5A>5C for guardbreak to be possible; on some characters (w.len for example) I've experienced situations where the followup 5C faces the wrong direction. this is solved by walking back slightly before doing the 5C guardbreak.]
no block = 5291 + 2468
[must confirm super hit straight into aerial combo; works on all characters I've tested except that you must omit 5C before super for wara]
back tech: nothing unusual
block+guard break = 5291 + 4104
no block 1) 4C>5A>5C for easy aerial route
2) omit 5C for 623B route
no tech: free full combo reset for stupid dmg
* opponent cannot ex shield or block