I wrote a bunch of them down on the DLoop thread for him.
Thing is that they vary slightly between characters and based on setup. You really just got to learn the ‘feel’ for them. You don’t want to raise the enemy up too fast or otherwise moves will miss, but you also want to do them as fast as possible once they stop rising.
To start, you generally want do CD and then either to 2C 5D or just 5D, depending. If you start with a clean CD, you can also do:
CD 6, 2C 5D 236C, D 236D …
Now you can also start the loops with 623B, which is actually much easier to do the combo with. It must connect outside of a combo though, otherwise it will simply knock them down instead of wallbouncing them. But you can do something like:
623B, j.B |> D 236D …
Or if you hit them in the air and they are up high you can usually do something more like:
623B, j.C |> 66 D 236C, D 236D …
For reps, you can use the strong j.C rep for good damage at the start:
236D > IAD j.C |> 236D …
You can use the j.A rep when you want to far-bounce them:
236D > IAD j.A |> D 236D …
You can usue the j.B rep after you’ve far-bounced them for a lot of extra reps:
236D > IAD j.B |> 236D …
And you can use j.D once the pushback is really strong to get one last rep in:
236D > IAD j.D |> 236236A
In addition, if you want to go for the de-bounce glitch for extra hits, you can end more like this:
IAD j.D |> CDE 2E~A D 236D > sjc.A B A B D |> 236236A, 236236A
The number of reps you can get depends on the number of hits of the setup generally, also depends on the character you are hitting of course, and how good your timing is. For example, you might do a combo like this:
CD 6, 2C D 236D > IAD j.C |> 236D > IAD j.C |> 236D > IAD j.A |> D 236D > IAD j.B |> 236D > IAD j.B |> 236D > IAD j.D |> 236236A
That’s the basic idea. It’s just timing and knowing what do to on what character from there.