3.1/3.2 was a 16 frame throw.
It's best to dash cancel after 9K in order to get 6PK. His best juggle against middle weights is the following:
4F+P9K66F6PK9P9K236P6KP2F+P
236P is doable off of 4F+P but the hit box is awkward and the relaunch as well. 9PKP is decent but sacrifices damage but you can get a guaranteed crouch dash to 2F+P off of it.
I typically only do 9PKP if the juggle height is lower than I expect once I hit the 9P or I'm at the wall and want to avoid doing 9P9K.
I've been trying out a couple of juggles and the tools he uses in his juggles make this character really fun to play. I'm not surprised that they removed or altered every single move and grab that was in any way associated with these combos and nerfed all his good tools.
I managed to do a couple of juggles on all weight classes. One really interesting thing is that I never actually needed to dash cancel, but instead could just input the dash quickly, put the stick in neutral and then do the 6pk. It works in pretty much the same way as doing the dash cancel and on all weight classes.
4F+P > 9K > 66 > * > 6PK > 9P9K > 236P > 6KP > 2F+P (* for Neutral)
There are also some really silly combos you can do after connecting 6pk, like just doing 66p+k to take the piss (just because I can) or doing an air grab after cancelling by doing 9pk > AG on lights.
Quite a lot of possibilities.
Any idea whether 214P and 46P give frame advantage on block?
edit: Also figured out you can do buffalo horn in 3.2 by just doing shoryu/electric.