That is if you’re likely to connect with 2 launchers per character.
For Cammy/Juri I use these http://robofobe.com/sfxtgems/272/273/283/
The only one that doesn’t trigger each round is 273, but I can live with that, because it’s there when I need it.
283 in particular is sick, because it can trigger for both characters almost simultaneously. Since if you join in on a combo that is already 10 hits or more, it activates.
you can hit confirm into Launchers and since generic launchers count as well, it’s fairly easy to land them in a match. Essentally your giving up some damage for meter, which can mean more damage/options in other situations in the long run, and with these builds you’ll always have some kind of meter advantage, you can use characters who are meter whores to full effect.
I agree with your load out, works well with characters like Cody or even Lars who can link multiple normals to fulfill the conditions, I like to run Resolution as it builds meter as your building meter with blocked normals or whiffed specials…you know…that kind of shit.
FYI, if you have some really tight and good matches, use the replay analyzer and check the activity for types of characters you fight. Chances are if you fight non-grapplers there’s either a lot of hitting going on from your part or theirs. These are good indications of utilizing gems that have “on hit” and “on block” conditions.
Different characters have better reactions of course. For defense as an example, you may want to use ones that trigger a damage cut after X amount of hits against combo heavy opponents. But against grapplers, you may be better off using damage reduction duration gems instead as those are lower on hits and more of a bigger impact.