(2d rapid) 3c 22c/22bc 66c 4d d.6c 2d d.623d 66c sjc j.d 6d d.6b d.5b d.5c d.236d is a simple corner combo with no corner haida. there are higher damage variations of it but that's as bare bones as it gets.
you should be able to construct a similar combo off a 6d bloom trigger hit confirm in the corner if you wanted. off a 2d in the corner you can go into a d.6a d.6c spring raid / muzzle filter setup with a sjc j.d to put them back in the corner or you can rapid into a 3c like mentioned (but it's a really bad hit confirm, practically a guess, unless you know you're whiff punishing something like a throw tech or some shit). rapiding into 3c off of 2d is really only worth it when you want to haida them while still keeping them in the corner, otherwise outside of a fatal it's not worth the heat. but anyway these types of corner combos are a very useful alternative vs characters with wacky falling hitboxes (i'm looking at you, squirrel).
you really need to be able to haida loop though (at LEAST in the corner, it's practically brainless vs most of the cast). it's easier in cs compared to ct, there's really no excuse anymore.