My top combos:
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Safe combos
This is her most damaging safe combo that I've found:
CL 6AK, 4B (A+K AFTER second hit), 66A+B, 3 -> shakeable, not to mention dangerous since CL 6AK is a high-high.
and these are great too.
SW 3A, 3B, 4K - Sophie and/or Cassandra (Talim? Amy?) avoids the kick for some reason
SW 3A, 1KB
-> again, shakeable but 3A is a much safer option than CL 6AK. Mixup opportunities are more for this one rather than a guaranteed combo.
CL A+BA+K, 66A+B, 3 (attempt 2B+K depending on how they land) -> IIRC the 3 is blockable. It'll only hit the opponent if they tech (meaning hold guard throughout instead of pressing guard when they're on the floor.)
CH CL 33A, 214B, 1B+K, 4B (A+K BEFORE second hit), 1B+K(hold A+K), 3B+K - might be shakable, needs more testing. 4B should land both hits in air if done right. -> CL 33A is indeed shakeable even on CH. 1B+K will only relaunch if they do NOT tech.
WP WS BBB+K, wait for the camera to rotate, 6AK (attempt 214B) - RO's behind you from start. -> CL 236BB is a more damaging option IIRC than 6AK, and also they can air control after K hits.
WP 66B, 3A, 3B -> More damaging option would be WP 66B [B+K] ~ CL 1BB+K ~ SW 214K. 67 dmg versus 50+ dmg from the original combo posted.
WP 6AA, 1A (can attempt 1AA as well but often whiffs second hit) -> This is indeed guaranteed. I forgot though if you got a free WP 2B+K if WP 6AA hits on CH.
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Shakable
SW: 6, 3B, 4K
This is shakeable but it lands a lot. Follow up with these mix up:
Run up to them, 2A+K, 214B
Run up to them, 6, repeat combo.
Run up to them, 3A, 3B, 4K
Run up to them, 1KB
-> 6 is a mixup by itself lol. So many options from this move and you can actually benefit if they recover from the stun.
The first one is shakable but throws an unexpected low. You can either throw it early for the first to hit, but the second part can be stopped and even punished sometimes, the other trows a blockable low but knocks them down for a safe 214B
The other 3 throw a quick mid if they're crouching, the second being shakable of course and the other to are sure but do less.
6A+B, A+G_B+G
6A+B, 3A, 3B, 4K
A+G, into sword if not already, 2B+K_3B+K, 2B+K_3B+K
CH WP 3, K, K, BBB -> BBB is blockable. The best you can get is 60+ dmg with the two K's, or another variant to go into SW would be CH WP 3 ~ SE 66K ~ SW 1B+K. Same dmg as with the two K's.
4A+B, 2B+K_3B+K
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Unsafe, but good on players not paying attention:
I start at least 1 match with this if my opponent doesn't rush me consistently and seems average level.
CL 66A, wait for stand, A+BA+K, 66A+B, 3, wait for stand, A+K, 6A+B, 214A (kill+RO!)
This isn't a full combo. it has plenty of breaks but can be a very brutal win if they aren't expecting it. Good for people that don't sidestep all the time. This is a lazy combo, meaning you do it to get through a match. But the combos in separate are good mix ups in their own right. Surprising how often I land this entire string for a kill.
CH WP 3, K, K, A+B (RO) -> A good trap for people who ukemi mindlessly yes. I actually prefer getting up close to their faces while in SE and THEN release A+B. It's satisfying.
Good on opponents who like to block on rise or even better duck.