Here is my work after a succesful 11P :
After 11P, you can launch with high launcher H+K or 8KK then juggle as you want :
11P H+K PPPK 63 dmg on neutral, 79 dmg on counter hit
11P H+K 8KK BTPP4PP7K 75 dmg on neutral, 94 dmg on counter hit (light weight, tested on Ayane vs Ayane)
11P H+K 66KK4 BT 7K 69 dmg on neutral, 86 dmg on counter hit
11P 8KK BT PP4PP7K 67 dmg on neutral, 84 dmg on counter hit
After 11P, you can launch with middle punch launcher 4P+K then juggle as you want :
11P 4P+K BT PP6KK4 BT7K 77 dmg on neutral, 96 dmg on counter hit
11P 4P+K BT6P 66KK4 BT7K 82 dmg on neutral, 103 dmg on counter hit (added, see post below lol)
After 11P, you can launch with middle kick launcher 4K then juggle as you want :
11P 4K PPPK 63 dmg on neutral, 71 dmg on counter hit
If you understand what I did here, you notice that after 11P, I put 3 different launcher types to have more chance to avoid opponent hold. The idea is that *****if**** you want to extend the stun, use the most different (launcher) move type (high, middle punch, middle kick or low hit). Here I didn't use low hit for my example but It is theorically possible.
After 11P, you can extend the stun
11P 4H+K 4P+K BT6P 66KK4 BT7K 94 dmg on neutral, 118 dmg on counter hit
11P 4H+K 8KK BTPP4PP7K 79 dmg on neutral, 99 dmg on counter hit
11P 4H+K 4K PPPK 75 dmg on neutral, 86 dmg on counter hit
After 11P, you can even go for critical burst with a lot of variations :
11P SSP (side step punch) PK BT4H+K CB 64 dmg on neutral, 79 dmg on counter hit
11P 6P (cancel) BTPP 6P+K CB 57 dmg on neutral, 70 dmg on counter hit
11P 6K2K P BT4H+K CB 62 dmg on neutral, 76 dmg on counter hit
11P PP6P (cancel) BTP 6P+K CB 60 dmg on neutral, 74 dmg on counter hit
11P 66K PP 6P+K CB 58 dmg on neutral, 72 dmg on counter hit
11P P BT4H+K 6P+K CB 53 dmg on neutral, 66 dmg on counter hit
11P 66K P BT4H+K CB 53 dmg on neutral, 66 dmg on counter hit
11P 6P+K P BT4H+K CB 53 dmg on neutral, 66 dmg on counter hit
*All* (not only the critical burst combos) those combos cannot be slow escaped, if the 11P connects, your opponent will eat all the combo unless he guesses the right hold to do but the variations are so that he only has 1 chance on 4 to guess right.