Great stuff indeed. Though I'm more of a C-Neco&Mech player, there was still a lot of useful information for me there.
One little note by the way, you can also combo off a max range 2C with 2C > 5C xx 623A > air combo for better damage, if you haven't used 5C in your string yet.
Anyway, I have been playing around with C-Neco&Mech, and here are some combos that I managed to come up with. 2C > 5C does not tend to connect at max range, but it at least works more often than 2C > 6C
... 2C (5C) 623A/C
for some damage and oki
... 2C 5C j.ACB dj.AC (dash) AT
... 2C 5C 6C hj.BC dj.AC (dash) AT
... 2C 214A j.[C] (dash) 2C 6C j.BC dj.BC (dash) AT
... 2C 214A j.[C] (dash) 2C 5C 6C hj.BC dj.AC (dash) AT
for better carry. This does work off a max range 2C as well, provided that your neco's ready.
I'm wondering here if I can do something like ... 2C 214A j.[C] dj.[C]B/A into relaunch, and if it's worth it for the damage or not.
C-Neco&Mech can also do something like ... j.BC (dash) j.B dj.BC AT, but the timing on this seems pretty tight, and can only be done in the corner.
Impractical stuff:
2B 2C 5C 623C 623C 623C (otg) 623C (otg) 623C
Silly 100-hit combo that requires infinite meter. (With MAX you can get 4 623C's though)
(far) 214C j.[C] dj.[C] (dash) 2C ...
Gives a ton of damage, but I'm not sure how I'm to hit my opponent with a raw 214C, with enough distance... A max range 5B CH does seem to work, though, but I don't know if it's hitconfirmable or not.