Fun note: It is possible to get a wall hit in the middle of 33KB and 33K:B, for "3 combos." If this happens, though, the combo inflicts 10 less damage.
Raphael Wall Combo
8WR 3_9K (High Wall Splat), 8WR 2_8K, 3~Prep BBB:B (73 Damage)
Tough part is getting the high wall splat.
Edit: Combo may be character specific, need further testing.
Yup. From my attempts, I thought you were crazy. I don't see how it could work on Taki or Tira. I did get a high wall splat. After I saw that term, my 33K W!, 33K W!, 33K W!, 33K combo made sense, so I kept doing that, noticed the 'high' version, and tried for 22K. While I could get 22, 22K missed by a head. Inconclusive due to my sucking tho. What I was able to do was A+BA and then another A+BA, but the second A+B has a finicky hitbox (looks to be the opponent's relative alignment) and possibly allows a tech or block straight out of it. You can also [high wall splat], A+BA, wait, 1BB (grounded hit). If you wait for the grounded hit properly, I couldn't escape it on record.
(btw, pointless combo: 33K, wait, A+BA. Inescapable. But less dmg than 33KB.)
Also, I was testing the 8A+B super launch. As usual, there's no way Raph can truly trap anyone with anything, they just have to AC back left or back right. If you're against a stage boundary, then you get to basically do the same stuff you can do in 66A+B, BT K_B_A. In particular, [super launch], 44K will catch the opponent for all AC except the back ones, for that super backwards KND slide, and it can Ring Out.
There is zero setup for this move other than reading a jump. Even if the opponent didn't try to do anything after 66A+B juggle, the most damage you can get with Blood Roar in there is
less than the best 'normal' stuff. The possible exception is 66 to Prep
something, because it looked like the fall is delayed in that case, by enough to make Prep do something (contrasted with 66A+B, BT K, 66 just putting you at negative). For 'setup' data, somewhere between -6 and -9 is where, if you do 8A+B and the opponent jumps at first opportunity, 8A+B won't hit in the air.
Finally, the issue of connecting both hits is okay. I confirmed that either hit on its own has a normal juggle effect. The opponent cannot AC out AFAIK; it's a matter of initial spacing. Hitting with K, 4K, or 3K is too far, 3A is close enough, close A is okay (blocked A is too), B only works if you're point blank,
etc.
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Separately, I've been trying out 66A+B into BT 2B. It seems to make the near-hit launcher more likely to juggle into the good moves, still with timing. That is, if you get the near hit, rather than using BT K or BT B, a BT 2B somehow makes it easier to juggle a 44A, or whatever (the 8wr stuff, not 236B, and makes no difference to 33K obv). This is probably useless; I just like doing WS A after this for style, if anything will be lethal. dpad sucks for 33K on close AC.