@xbmv4n1t4s:
You don't have to do 9A+B... I prefer 8 but it could be 7*8*9A+B if you want, makes it easier...
The 8A+KBBBB in your first combo is more of a tech trap and not a very good one...
The 3BB in your second combo? Can that be AC'd???
With your bubble juggles, the first one, BT B+K on the second time can be AC'd...
And, the last 2 bubble juggles, can be replaced with WR B, 4{A+B}~slnc, 6A+B, 6A+B, 8A+B, 4{A+B}, 4{A+B}, D!~aB, 11B - something around 112 damage if I remember correctly...
On another note, 1B, 11A works wonders for me, very good combo & tech trap...
Also, after aB you should either be going for 11B*2B*11K for combo damage, 2A+B to catch sleepers & rolls, or 22*88A for the tech trap, all depending on your opponent, or how you've forced them to get used to your patterns... You don't exactly have to go for any of those options and force a wake-up with dashing around (I like to do 2A+B then back dash if it misses), side or back dash into 1A, or dash in and set 4{A+B} then apply mixup afterwards (I like 2B+K after this)...