Connecting jamming bombs are really something that you need to be a bit more creative with, since getting them in are assist dependent and can be impossible given certain assists. You are able to get a jamming bomb to connect in the corner off a wallbounce (f+H, jamming bomb) IF you hit f+H when the opponent is high enough off the ground. Many assists after a knockdown don’t let you get a jamming bomb since many don’t float the opponent high enough. This is a general formula for getting in a jamming bomb in the corner with 2 assists after a knockdown in the corner: back dash, cr.M and A1, L blaster, f+H, L cube (for jamming bomb), f+H, jump, adf, j.S, f+H and A2, jamming bomb. Throw in blasters, bombs, cubes, or remove/replace certain parts and the timing of your assists to see if you find something that works. I’ll see what I can find with plasma beam and TK overdrive in the near future 
As for a jamming bomb combo with missiles, it usually looks something like an air series, land, call missiles, dash in, relaunch, j.MMS, dash, jamming bomb. This requires that you have a cube already stocked, but it works anywhere. A similar variation midscreen is: starter/cube gain, f+H, jump, adf and call missiles, j.H (whiffs), dash, S, j.MMS, dash, jamming bomb.
The video below shows a few ideas derived from the above paragraphs, specifically at 2:00-2:22. Know that in these cases, if you have a cube built, you can just do a jamming bomb right away when the missiles OTG.
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