FC 3K, 6K combos on NH (6K whiffs on tip range hit though)
btw, FC 3K feels like it has really good recovery on block as well, I think it's somewhere around -2 or -3.
EDIT: Some more that aren't posted here
k6, 1A
CH 1B, 8B+K
CH 1B, 46:BB TS1, 66A+B (Needs the JF to work. 66A+B catches all techs)
CH 1K, CC, 1A
CH 1K, 46:BB TS1, 66A+B (Needs the JF to work. 66A+B catches all techs)
44K, 8B+K
44K, 46:BB TS1, 66B (Needs the JF)
Think you might be able to get 66A+B off this one as well but not sure
A+B, 6B+KA, 66A+BB TS1, BT BB
Also I didn't test these on a bunch of characters so it's possible that they may not work on some of the cast
EDIT 2: I didn't realize that you could tech after the 46:BB and have the time stop catch you, messing up your angle. So I had the AI always set to tech in a direction and it made it so they were FDFT or whatever instead of FUFT. If they don't tech at all until the end, left tech will dodge the 66A+B (8B+K and presumably 66B still combos though). If they tech at all before then though, they'll end up FDFA or FDFT and be unable to tech 66A+B.
EDIT 3: Okay apparently that situation in edit 2 only happens after LH 6K??? Really weird. If they don't tech at all for CH 1B or the others they're still left FDFA or FDFT.