I was wondering where you guys are fitting 4[B+K] to get into crawl mixups? I've been trying to branch out some more from my general strategy, but I still don't really use this move, 8B+K_[B+K], or 22B. Like Shaggy, I find 4[B+K] to have pretty poor hitboxes for me. He jumps at them and usually whiffs somehow, but the opponent still blocks anyways because he's not sure what to expect since he was intending to block it, so I usually get LC A quickly after it. Not the most solid strategy.
Anyways, there's differing opinions, but I still advocate ending 11B or CH 66B+K,A,B combos with:
6[K] -> 66B instead of 6[K] -> 44[K] -> LC A.
The wakeup after 66B is still so good that you can quickly pull off another mixup for more damage. Things I do after finishing with 66B are: Another 66B on wakeup, dash 1K (still avoiding crawl usually), 44[K], 3B grounded, 2k grounded, setup with 11B. I've also tried messing with 4[B+K] after that, but again, it always seems to whiff on them. Also just going into crawl with 236 after that combo seems good to me too, most good players are still getting off the ground as you enter stance and are blocking to defend your mixup. Sometimes I'll go straight into 236 -> LC B.
Also, as far as CRWL options go, I'm starting to abandon B+K in favor of K and sometimes B for a few reasons: 1) Jumpers. People are getting used to jumping over lizardman to minimize damage, avoid LC A, LC B+K, even sometimes LC B and leave you stuck in CRWL and backturned - not good. K seems like the reliable mid to counter it. 2) Speed. I'm pretty sure some people are becoming able to read LC B (duck first for the LC A, stand on reaction for LC B) and I know LC B+K is readable. So mostly I prefer to use LC A, LC K, and LC A+K, B is still excellent even on block. LC B if I'm really sure they are going to duck.
P.S. 3B -> 1B -> 66A+B and LC A+K,B -> 1B -> 66A+B. Golden. Credit to DevilJim for that nasty combo.