Yeah, the writing is dense; apologies for that. I posted this above; it’s the video that accompanies the explanation on the site. The relevant mechanisms are illustrated below the 2P health bar: The number to the gauge’s left is Reduction Value while the green, draining material in the gauge is the Pursuit Time for that value.
First example is pretty standard. Yun starts the juggle with EX-nishou (two hits: RV+1 and RV+2 respectively; RV is now 3 and PT ticks down from 81 frames), then just the second hit of another EX-nishou (RV+2; RV is now 5 and PT ticks down from 41 frames), and finally both hits of yet another EX-nishou that just barely connects before the previous PT drains out (RV+1, RV+2; RV is now 8 and PT is a mere 5 frames).
The second example is more interesting. Q hits an airborne Ken with close st.Jab (RV+1) xx SA2 (RV+1, then RV+2). The Jab starts the juggle and, like most grounded normals, causes Air-Reset; however, the Jab is also one of two rare grounded normals in Q’s moveset that isn’t RV+15. So, because RV is only 1 after the Jab (and thus PT draining out to end the juggle is not an issue because it’s like 120 frames) and SA2 starts up in 2 frames (fast enough to combo off the Jab’s hitstun), the whole thing is one combo with the air-reset state caused by the jab immediately set to air-reeling again by the SA before Ken can flip out of hitstun (like he does when hit by most normals in the air).
RV becomes 4 after the whole thing and PT is 61 frames. As illustrated in the video, Q can’t connect with the attempted followup st.Fierce because PT just barely runs out.
To further explore hypotheticals with the mechanics: The above combo doesn’t work with any other normal Q has. Almost all of Q’s other normals are RV+15, so hitting an airborne opponent with them renders comboing with this super impossible (SA2 is not 1-frame startup and thus cannot connect fast enough to combo when RV is 15), and only other one that isn’t RV+15 (b+Strong, RV+1) isn’t cancellable and recovers too slowly for him to combo into super on an air-reset target.
However, with the two non-RV15 normals it’s possible to still juggle with SA2 (just can’t combo with it) after the airborne hit IF you can land the super. E.g. if you do close st.Jab earlier and link the SA2 instead of cancelling, or if you use the upper end of b+Strong when the opponent is at around max jump height and then crank the super out so it hits the air-reset opponent just before he lands on the ground. Note that in this scenario it’s possible to air-parry the SA2 if the parry is inputted properly, but if the super hits the followup st.Fierce after the SA2 will STILL whiff because RV is unchanged from before. Even though the normal didn’t combo into SA2, the juggle counter values are the same.
Eh, maybe it still reads like rambling nonsense. The example with Q is a bit too quirky to be very insightful; probably easier to see the mechanics with a character like Gouki, who uses them a lot in many of his actual juggles.