been in the lab designing a corner carry combo as practical and braindead as possible. here’s my candidate combo:
anything > 5hk -> j.mk(2) xx j.214p, land, 9hk+6hp(, slight dash forward) > 5mk(2) xx 623mk>k, j.mp > j.hk+6hp, land(, slight dash forward) > 623hk>k, j.lk > j.hk+6hp, land, 5hk (you are guaranteed to be near the corner by now) -> j.lp > j.mp > j.mk(2) > j.hk+6hp xx omnom, corner loop etc
you can hold 9 for the first ZOOM. hk+hp should be input as hk~hp (roll the hk into hp). if done right, you should never use up your otg. the opponent landing on your 6hp is actually pretty reliable, for whatever reason.
this works on everyone except double (too heavy). i haven’t kinked out minor adjustments; against filia you do need to dash forward much farther both times - her hitbox isn’t fiber uppercut friendly. the thing i want to account for is variance in horizontal distance between your opponent and your head.
again, practical and braindead are the requirements here - let me know if you can think of tweaks to better satisfy these criteria
oh yeah, does around ~5500 and builds almost a meter off a raw hk. realistic dmg would probably be ~5000 or so
5hp xx 623lk restand is the ideal choice - against pixies the opponent sometimes gets floored by the j.214mk though. had to cancel off 2hk to guarantee it against everyone (tight timing on cerebella aside). if you can always 5hk off j.214hk without using red bounce that’s probably the way to go