[This combo is out of date and no longer works]
[Still in Progress] (Also, lower volume...)
c.LK>s.MP>s.MK>c.HP>SJC>j.MP(3~hits)>j.HK>IAD>j.MP>s.LP>c.MP>c.MK>c.HP>SJC>j.LP>j.LK>j.MP/j.MK>j.HP>IAD>j.MP
If j.MK is chosen, timing for each hit in the second air string (especially j.HP) has to be delayed a bit in order to reach the ground in time to block, and naturally it does just a tiny bit more damage than j.MP.
The amount of hits that j.MP needs in order to link into j.HK changes depending on character.
Least number of hits needed to link for each character (This is only if you REALLY wanna do j.MP the second you can SJC):
Parasoul (2)
Peacock (4)
Eliza (1)
Squigly (3)
Beowulf (6)
Ms. Fortune (2)
Painwheel (1) (cause of her Buer Drive...)
Filia (3)
Cerebella (3) (super strict, usually end up needing 4-5 hits)
Valentine (3)
Double (6) (small air hurtbox + heavy = weird)
R.Fortune (6) (AND delay j.HK)
Big Band (1)
Fukua (3)
If you delay either the SJC or the j.MP, then most characters may only need to be hit once by the j.MP. Except for weird characters like Beowulf, Double, Cerebella, and R.Fortune... cause they're weird...
For the j.HP... the timing has to be changed for Cerebella even if you choose to go with j.MP...because of her weird hurtbox that's lower to the ground than other characters and also due to Vice-Versa's arms not having a hurtbox.
If you do this in the corner, please choose j.MP during the second air string, you'll be able to safely land and block more consistently and it puts a lot of pressure on your opponent to think they can safely burst.
Okay, before anybody says anything, yes, it's a yellow burst. I'm trying to optimize it to reduce scaling and to pop them up higher.
And yes, I'm gonna stick with the Aigis palette forever.