The most simple combo in the game, and the sole reason to play s3.2. Having a way to confirm jabs allows Chel to play the mixup of low/throw much better. Instead of commiting to sweeps, she can pressure with jabs and confirm on hit.
Technically a one frame link, but made extremely easy by the games input buffer.
Jump-in needs to be deep in order to combo into 6H, otherwise go into mediums.
More damage than the s3.2 route if you started with a jump in. You can omit the fireball to trade some damage for oki. Don't hold up forward for the air throw until after the jab is finished, as to not accidentally KA.