Destin and other Zero players, made another find (already in combo thread but don’t know which one gets read more
)
Any amount of air hits (up to 4 + assist hits),
,:h:(3 hits),:f:+:h:(3 hits),:s:,j.
:h:(3 hits), pause,
(close to landing), jf. 
:h:(3 hits), jf. 
:h:(3 hits), :h:(1 hit),:s:, j. 
:h:(3 hits):d: Rekkoha
Easiest on mid size to bigger characters because the air 
:h: (3 hits) is much easier to land.
I’ve made several variations of this that you can use to include the buster and other things, but this is the most basic one, and it works midscreen and in corner, although sometimes when doing it midscreen, certain characters tend to end up behind you when you do the final launch and jump (unless you did the second 
:h: rep really low).
Enjoy. I sent it to tragic so he could add it to his ongoing compendium.
This has some other practical applications, as in enabling airthrow resets due to the fact that so many hits have gone by that air recovery is quicker. If you throw in a 2369
after the air :s: instead of Rekkoha, the character will NOT recover on the ground, but they will tech in the air, enabling an unexpected airthrow. Pair that with Sent’s Sent Force assist and you can do some pretty interesting stuff, such as:
bla bla bla into 2369
, call Sent, airthrow (forward), air :s: (while landing), { jf.
:h:(3 hits):s: x 2 }, :h::s:, jf. 
:h:(3 hits):s: xx Rekkoha
I got inspired watching Justin’s Wolverine forcing airthrow resets with standing :l: in some combos and I have about 5 - 7 different setups with Zero/Sent and Zero/Doom (hidden missiles). Go ahead and make your own.