66B -> 8BK -> 2BK ( Justice Strike -> Ever Transcending Justice -> Glorious Impale)
Not bad.
8B+K will occasionally Clean Hit for 98-101 damage on a teching opponent. Damage output is comparable to standard combo. Maybe less, maybe more. Teching increases damage and sometimes teching will completely escape.
Unusually large hitbox... I seem to be hitting behind me when hitting 66B point-blank. Not as inconsistent as I thought, but still inconsistent. May just be this walled stage, I'm missing more out in the open.
I believe we've discussed this before, I guess I didn't look at this hard enough last time.
2A+B is techable in both directions. It's also too slow, it can be guarded.
2B+K, same thing.
(Your friends need to learn how to ukemi and how to air control. ^_^)
I guess you could throw when they get up. Landing full 66B+G, whole sequence does 159. 66% with some risk, not bad I suppose. But they can still duck and you can't force them to choose.
Can't seem to connect 66A or 3A to catch tech.
2A seems to catch right and left tech. 236B catches back, front, right, not left. Nothing really guaranteed.
Hard to test alone, but it seems that, 66B max range, 8B+K, 2A for left tech, 236B for rest. If they lay there nothing is guaranteed I'm assuming but I'd go for 2B+K or 44B.
I wouldn't personally use it but the rewards seem OK if you want to take those risks.