okay so after getting the hang of the DP loop (6C > 623B > 6C > 623C > 5A > 5C > 2C > 623C), I thought to myself "hold on, one of my combos ends with 6C > 623B. What if..."
Sadly it doesn't work. I usually launch from 6B > Sekka > 6C > DC > 5C > JC > j.B > j.C > JC > j.C > j.D > 214D > land > 6C > 623B, (19-hit, 3917 combo, works off 0 meter from anywhere on screen, as the 6B > Sekka > Air Combo gives you 26 meter straight up), but sadly I noticed that from 6C > 623B, the air tech time is higher than from the previous combo.
Basically if I go 6B > stuff> 214D > 6C > 623B, after the 623B there, they can tech out earlier than if I start on 6C > 623B. Which is really sad because on paper 6B > Sekka > 6C > dash > 5C > JC > j.B > j.C > JC > j.C > j.D > 214D > 6C > 623B > 6C > 623C > 5A > 5C > 2C > 623C sounds delicious.
EDIT: I turned aerial recovery off on training mode. It looks delicious but the combo is weaksauce due to proration, just like I thought it would be. Hits for about 4600, which is just below what 6C > Hiyoku > 5C > JC > j.B > j.C > JC > j.C > j.D does.
But I'm still struggling with the "flexibility" and "pieces". I'm not too sure what you mean by that. Are you suggesting the DP loop is composed of little sections that you can take out move around and stuff? And if so, where are these, because I can't really add variations to the version I'm doing without breaking it altogether.