I’ve refined it a bit more; seems a neutral jump works just fine for Dancing Flash:
Throw, :df: [:uf:] ,,:h:,:s: (land)
[:uf:],,:h:,:s: (land)
:h:[3 hits],:d::h:,:s: [:uf:]:l:,:l:,,,:h:,:rdp::h: (land)
:d::h:,:s: [:u:] :h:,:s: [] (land)
:f: or :h:(sandsplash) … :qcf::atk::atk:
603300 damage off a back/air throw.
(H sandsplash does the same damage due to the short distance from the corner)
For consistency against Rocket Raccoon and other horrible hitboxes:
- Do :l:,,:h:…:s: for the second jump loop (or just skip the loop altogether)
- Drop one or both :l:s from the first launch aircombo.
To go into PHM, skip the :d::h: near the end and do :s:[:ub:]:h::s: as djHuoshen recommended.
Though to be honest, you’re better off just doing it at the start of the combo whenever possible by using :d::df::f::uf::l:(whiff),:qcb::atk::atk: and doing the BnB after it instead of before it, which allows you to burn the meter built during the combo on Dancing Flash to kill a character if necessary.