-Yoshimitsu can pretty well chill up there for a good four or five seconds in some of his unblockables and for a small health deterioration he could sit up there indefinitely.
-Talim's stances tend to funnel into her jumping around, as vega does in SF.
-Mitsurugi has a super tech-jump in his 7_8_9A+B
-Taki's possession has her in the air and many of her combos and mixups can send her and her opponent airborne.
-Algol can float for a few seconds preparing an unblockable bubble, a flurry of smaller ones, or with his half-circle forward tech jump mixup.
-Astaroth's 28B+G jumping throw is about as much as he gets to flying, but still.
-Voldo can roll upward in an A+B string I can't recall atm, but it takes him well above the enemy's head.
-Seong Mi-na's B+K tech jumps her for two hits that do decent SG damage, and goes above the average character's head.
-Lizardman/Sophitia/Cassandra's 8[B+K] unblockable tech jumps a decent bit, going over tech crouching opponents (and quake stuns on the uncharged version as well, nice for throw mixups if you're an evil douche >

)
-Zasalamel's 4A+B is quite useful for snatching airborne opponents out of the sky and earning copious amounts of badass points. Hilde's B+K skewer-you-out-of-the-air move does the same to yoshimitsu in super dragonfly stance.
-Cervantes is a teleporting zombie pirate, with lots of airborne antics.
-Amy's back-turned B+K tech jumps her over opponents and has a ridiculously short startup for such a move, I've been caught side-teching against Amy opponents that throw this out, and it has not ended well >_>
-Setsuka's A+K jump move leads into her back-turned B+K:A just finish, and her A+K, B hits grounded opponents
AND tech-crouching ones during any part of their animation, making it quite nice for people using such moves regularly.