Maybe it has something to do with how many hits you get before the first 5H.
If you're doing K-S-H(3)-6H, 6P-H(3)-6H, etc, you need to run before the 5K so you get momentum to get the combo going. If you're unsure whether or not the combo will hit, finish the combo after the first 5H (H[3]-6H, 2D x 22K, knocks them down and gets you a charge, and you'll most likely have enough meter for a FB Puffbal, so it's all cool in the end.).
Since we're talking about the 5H loop:
-c.S-H(3)-6H, 6P-H(3)-6H, 6P-H(3)-6H-H
3 reps is the most you can get IIRC. The loop above works on Axl(200), Baiken(221), Chipp(246), Dizzy(216), Faust(190), I-No(200), Johnny(195), Ky(195), Robo-Ky(164), Testament(195), & Venom(190).
Being able to get around 200 dmg without using meter or charges is simply retarted. That's one of the reasons I use Jam.
You can combo the last 5H into FB Puffball > corner loop > crapload of damage > people whining about Jam being cheap > etc.