2H > 236H~4 > 66H > 5H > 623H > 5H > 214H > ender
The 66H is a slightly difficult and small optimization; can just walk up and 5H for more consistency. End in 5H > 22H to set up seals. End in 22U for a fuzzy setup. End in super to close the round. End in install to BM. The possibilities are endless.
2H (counterhit) > 236H~4 > run forward > 5HHH > 623H > j.22H
2H counterhit gives you an extremely easy conversion with stop tornado. This also connects off low non-counterhits, but on high non-counter hits they'll recover before falling into the tornado. Note the weird 623H hit here; you get this if they're high enough, and it leaves them closer for better oki. If you're late on the 5HHH you'll get a clean hit and send them flying instead.
2H (counterhit) > 236H~4 > run forward > 5H > 623M > 2M > 214H > 2M (> 22L or 22H)
This 2H counterhit combo tacks on a bit more damage but costs you your seal setup, unless you reach the corner and wallbounce with 214H, where it becomes a no-strings-attached improvement over the previous combo. If you're slightly spaced out of the corner you can end in 22U for the 5U > j.6U fuzzy setup.
2H > 236H~8 > 214M
As mentioned earlier, low non-counter hits can be converted with stop tornado in the same way as counterhit combos. However off high non-counter hits it's difficult to convert into a full combo without meter. This is a nice consolation combo that gives good carry and mediocre oki.
2H (counterhit) > 236H~4 > 214U > (delay) 2H > 623M > 2M > 214L
Slightly difficult conversion. Replace 214L with 214H if you reach the corner and the wallbounce gives you time to set up seals. If you don't like the 623M > 2M, you can just do 623H > seals instead.
2H > 236H~8 > 66H > 214U > 2H > 623H > j.22L or j.22H
This route gives more corner carry than the counterhit combo listed above. In reality they're pretty interchangeable - you can do either one off both counter and non-counter, but height control for the counterhit combo is much harder off up tornado.
2H > 236H~4 > run under> 5H > 623H > 5H > 214H > ender
Basically the corner antiair combo, except you run under them first.
2H > 236H~8 > reset 66M > 2M > make up the rest
Off corner non-counter hits it's pretty common for the up tornado to miss. You're still very plus on this drop so you can just continue your offense as normal, but if you're feeling evil you can go for an overhead reset. Requires you to be a little out of the corner - if you're right at the corner the tornado goes offscreen and won't connect.