Sorry this is a little late. You could try making sure the opponent is at the correct height and that you aren't delaying 236LL too much. If that doesn't help, I could recommend a video that would explain better than I could
Is not about the damage only. Is about using loops at the right moment to take some advantage at the game state. Example: If your opponent sparks, those large in time combos make useless the sparking. Another example: Gaining some time until your assist are back or even gaining a lot of bars.
TLDR: DBFZ has a system by which moves stun the opponent for less time the longer the combo goes on until they stun the opponent for zero time. Specifics: In the background, there are 2 timers that we will call the hitstun and combo timers. A move hitting will set the hitstun timer by a certain amount the opponent can flip/tech out of the combo if you can't hit the opponent again before the time it empties(you can see thing in training mode under one of the option if you turn on frame data). The combo timer counts up while the combo is going on and moves begin to fill the hitstun timer less by a specific amount as the combo timer reaches specific thresholds.