2AA, 5B, 6B, 2B, 2C, 214A, 214A, j.BC, j.ABC = 3899
2AA, 5B, 6B, 2B, 2C, 214A, 214A, 6C, j.C, j.BC = 3633
2AA, 5B, 6B, 2B, 2C, 214A, 5C, j.BC, j.BC = 3899
2AA, 5B, 6B, 2B, 2C, 5C, 214A, j.BC, j.BC = 3901
(against Nero)
I couldn't get the full air combo after the 6C either. Seems like 6C is the only normal that connects after the second 214A, but going straight to the air combo does more damage. Still, not having to delay between the 2C, 5C is a fair tradeoff for 2 less damage.
Two unrelated points I want to put down here for future reference, which may be common sense.
1) Landing the j.BC, j.ABC followup largely depends on how fast you mash out your hits, particularly after the jump cancel. It works on all of Miyako's core combos, on any character, and is what you should aim for, to optimize damage and circuit.
2) Using j.BC after 2C, 5C, 236A.6A instead of j.AB feels like 2-3 frame timing, but if you count out the hits of 2C...5C.236A..6A as 1...2.3..4 (dots represent approximate delay, and are not accurate) it helps commit the timing to muscle memory instead of going off the visuals.
I hope some arcade within 3 hours of here gets Actress Again eventually.