Combo I have been working on: 2B+K (low hit quake), 6B A(CH), 6K K, [ukemi mixup] 2K_FC3B_FC3bB_66K_22K_WR A+B, (b)B_Throw
55 Damage, 7 hits after the 6K K, but the real beauty here is the mixup potential. You opponent has to guess, then guess a second time if you throw or land a blocked Break Attack.
Please note that you must be relatively close to get the 6B A to go into the Attack Throw animation. This combo will not work from maximum quake-stun distance on 2B+K. This combo also works off of 4B bK's quake-stun and AA (BE) K's if spaced properly.
6K is blocked by Ivy, Astaroth maybe a few others (haven't tested on everyone yet).
Alternate version of the combo above that will work on characters who block 6K, minus the wakeup mixup:
2B+K, 6B A(CH),6B A 55 damage, 7 hits.
After a blocked 4B bK(close hit), I can only seem to get AA to combo... that's all. Anyone got a better setup after this hits?
Obviously it's a good mixup point for throws and 22K setups, but I was hoping for more guaranteed damage.
As a side note, here's my favorite string/combo to make the girlies online go "Wow!"
6[A], WR B (Brave Edge), BT B+K, Critical Edge. 113+ Damage.
Info on 22B followups:
3B+K=45-49 (has optional K followup, recovers crouching)
A+B (slight delay on second hit)=48-52 (large pushback)
3A+B=46-52 (large pushback, recovers crouching)
6[A]=35 (can cross under in certain circumstances)
6A+B cannot be air controlled out of, but sometimes whiffs when the opponent is near the edge.
6[A] is also decent for setting up mixups and can cross under when your opponent is air controlling forward, left, or right.
6A+B, A+B, 6B+K,and 6A B all appear to give about the same meter gain in this setup.