Universal, works anywhere on screen, and off of almost any starter. While it's not the highest damage combo it will corner carry from more than midscreen and builds a solid amount of meter.
On smaller characters and when hitting airborne opponents the sequence before and after the flight (214S) cancel may need to be shortened to have the correct height for j.S to connect. Typically doing j.M j.H > 214S, j.L j.H j.5S will work.
The ender you choose to do is dependent on your team / the situation and how you started the combo. Refer to the ender section in combo theory.