The combo I'm currently using is pretty braindead. The only remotely difficult thing is the air beam > s.lp linking. You'll need that for damage regardless of combo pretty much. It does use j.hk very early, and often, but that doesn't nerf the damage as much as I was thinking it would.
cr.lk, cr.mp, s.mk, cr.hp
j.mk
double jump
j.mk, j.hk (down)
cr.mp, cr.hp
j.mp, j.hk (all hits)
double jump
j.lk, j.hk (slight down-forward), qcf.hp (air beam)
s.lp x2, s.mp (hold), s.mk, s.hp (cancel before last hit), qcf.hk, qcf.pp
7.5-7.7k (Mainly depends how many hits of the first j.hk land, the less, the better.)