Here's some tech/ukemi stuff. Please contribute!
Tech catches (i.e. after opp techs off ground, the follow-up move is guaranteed to hit them standing with no chance to block):
9B, 3B
-close, seems to catch all tech
-tiprange, only catches back tech, but launches
9B+K, 3B
-no launch
8B+K, BT 2K
-doesn't work on right tech
tiprange CH 44AA, 66A+B
-back tech only
tiprange CH 44AA, tiprange FC 1KK
tiprange FC 1KK, 8B+K
-left tech only
tiprange FC 1KK, 1_3A+B
tiprange CH 3A, 4(K)B
tiprange CH 3A, 2A+B
4A+K, 2A+B
3A+B, 8A+B
3A+B, 3B
-requires brief pause
-launches
Tech combos (i.e. opp can try to tech off the ground, but they'll get hit anyway and reset the combo damage scaling to boot):
CH 4KB, 3KK, 66A+B
CH 66KKK, 6B+K, 8B+K,4B,4B
-doesn't work on right tech
44B, 44A+B
-can tech catch if slightly delayed
tiprange FC 1KK, 8B+K,4B,4B
-doesn't work on side tech
1A+B (wall), 8B+K,4B,4B
tiprange CH 44AA, 9B+K,6B,B
BT 2K, ?B+K,?B,?B
-the B followups depend on range
-doesn't work on right tech
close 11B, ?B+K,?B,?B
-the B followups depend on range
-doesn't work on right tech
Notes: for any of the stabby-hop combos:
-if very far range, 9B+K,6B,6B
-if far range, 9B+K,B,B
-if close range, 8B+K,4B,4B
-can tech-catch on backtech at far range
-YMMV
tiprange CH 3A, 44A+B
3A+B, 3B
-no pause
Tech setups (i.e. not guaranteed in any way):
Second hit of 7_8_9B+K series, you usually have a BT 2K or throw setup.
CH 6BB, 2A+B
A+B, 1A_2A+B
8A+B, 1A_2A+B
close WS B, 1A_2A+B
CH 3B, 1A_2A+B
6B+K, 11B
-requires brief pause
Tech catches (i.e. after opp techs off ground, the follow-up move is guaranteed to hit them standing with no chance to block):
9B, 3B
-close, seems to catch all tech
-tiprange, only catches back tech, but launches
9B+K, 3B
-no launch
8B+K, BT 2K
-doesn't work on right tech
tiprange CH 44AA, 66A+B
-back tech only
tiprange CH 44AA, tiprange FC 1KK
tiprange FC 1KK, 8B+K
-left tech only
tiprange FC 1KK, 1_3A+B
tiprange CH 3A, 4(K)B
tiprange CH 3A, 2A+B
4A+K, 2A+B
3A+B, 8A+B
3A+B, 3B
-requires brief pause
-launches
Tech combos (i.e. opp can try to tech off the ground, but they'll get hit anyway and reset the combo damage scaling to boot):
CH 4KB, 3KK, 66A+B
CH 66KKK, 6B+K, 8B+K,4B,4B
-doesn't work on right tech
44B, 44A+B
-can tech catch if slightly delayed
tiprange FC 1KK, 8B+K,4B,4B
-doesn't work on side tech
1A+B (wall), 8B+K,4B,4B
tiprange CH 44AA, 9B+K,6B,B
BT 2K, ?B+K,?B,?B
-the B followups depend on range
-doesn't work on right tech
close 11B, ?B+K,?B,?B
-the B followups depend on range
-doesn't work on right tech
Notes: for any of the stabby-hop combos:
-if very far range, 9B+K,6B,6B
-if far range, 9B+K,B,B
-if close range, 8B+K,4B,4B
-can tech-catch on backtech at far range
-YMMV
tiprange CH 3A, 44A+B
3A+B, 3B
-no pause
Tech setups (i.e. not guaranteed in any way):
Second hit of 7_8_9B+K series, you usually have a BT 2K or throw setup.
CH 6BB, 2A+B
A+B, 1A_2A+B
8A+B, 1A_2A+B
close WS B, 1A_2A+B
CH 3B, 1A_2A+B
6B+K, 11B
-requires brief pause