Fine then... I'll change it. These ones work with the new undizzy changes.
NOTE: When ending the final string of a combo in the corner, use the (c.lp s.lk c.mp s.hk H "A"train) ender for optimal damage, this works on most light characters at midscreen as well. If consistency is your main concern, use the (c.lp c.lk c.mk s.hk "A"train) ender.
universal combo - 6704 dmg
// WARNING: Can require different timing for Double, use the typical corner carry when in a Bday situation.
// NOTE: The damage maxes out at just above 7000 if you let the last two j.mk's spin fully and replace s.mp for c.mp. It can go even higher when using the max damage c.lp s.lk c.mp s.hk H "A"train ender. Use only if you're comfortable with air cancels.
c.lk c.mk s.hk
j.mp j.mk j.hp <--- J.hp as low as possible to the ground!
dash j.lp j.mk
s.mk(delay) s.hp
j.lk j.mk
s.mp H beat extend
c.lp c.lk c.mk H "A"train
light character combo - 7040 dmg
// WARNING: Excessively difficult
c.lk c.mk s.hk
j.mp j.mk j.hp <--- J.hp as low as possible to the ground!
dash j.lp j.mk j.hp
dash j.lk j.mk
s.lk s.hk H beat extend
c.lp s.lk c.mp s.hk H "A"train
medium/heavy character combo - 7132 dmg (7312 dmg against heavies)
// WARNING: The timing is tight with Eliza
c.lk c.mk s.hk
j.mp j.mk j.hp <--- J.hp as low as possible to the ground!
c.mk(delay) s.hp
j.lp j.mk(delay) j.mk j.hp
s.mp (c.mp against heavies) H beat extend
s.lp c.lk c.mk s.hk H "A"train