Probably going to mess around with him this week during the moments I have nothing to do.
So, here's a few things I found.
After 22B you can punish all teching in the corner merely by pushing 2B right after, free BnB. The 2B covers all techs thanks to its forward movement and you can just go into 2C 5C aerial or whatever you want to do after it. 2B however sadly doesn't punish back techs after 22B midscreen, they end up too far away, but it still cleanly gets neutral and forward techs. Also, if they don't tech, well, you I guess can try to set up what little okizeme he has or do a ghetto OTG off of 2B.
22B is also good for blockstrings imo. What you can do is cancel a 2B in its late frames into 22B and the opponent should be out of blockstun soon enough for the throw to go off. If you do land a 22B, go into tech punish. However, the opponent can actually pretty easily poke out of this portion (though a late cancelled 2B into 22A can also beat it (provided they arent using 2A to poke out). Here's where you mix it up with a delayed 2C which most of the time will beat out that poke. Been testing all of this against V.Sion, her 2A sometimes pokes through the 2C if not done at the right moment. Sooo, I dunno how consistent across characters this would be.
also lol, tried the 22A unblockable. easily done off of a blocked 5B provided you're close enough, but i guess pulling it off is kinda hard to do practically. Though it seems you can do a meaty 2B and if its blocked, just do 22A and then repeat. It's easier to do in the corner. Seems kinda evil. Until they find some way around it.
Edit: You can do as an OTG one of the OTG enders Irysa posted above as well (5C 2C 5B 2B 22A)
Edit 2: Ignore the combo I posted above I guess. it does about 3.8k of damage to V.Sion, and prorates a lot anyways, and is easy to drop when going into aerial.
Another combo you can do anywhere (harder midscreen) is
2AB 5A6AA (delay) 5C jABC jABC Airthrow/214 series - 4-4.7k damage depending on the ender
note that if you omit the delay, you have to do 5C pretty much instantly after the 5A6AA. So omitting it or allowing it might make it easier or harder to do.
I've kinda noticed that the linking of 2AB into 5A6AA is a lot easier to do when the opponent is crouching as well. (and you get about 100 extra damage since you dont have to delay the 5A6AA, allowing reverse beat penalty to wear off sooner). Though, this also might be character dependent (maybe), since I've only tested this on V.Sion (because I'm a little lazy due to spring break lol).
and 2A nor 2B hit low aaaagh
Edit 3: after an airthrow in the corner, 5[C] can get them on wakeup and punishes jumpouts, giving another air combo after it