bruh, you're gonna have to make a video of that craziness. when do you call horus? after cLK?
also yes, Blade is enough time for a charge. I used to open with that like90% of the time, but sometimes people jump over it
now i only open with it 85% of the time
You do it as listed, in my notation, if I list an assist call, the input is at the point in which it is listed. If it is TRULY relevant to the reader that the assist is called at one point, then hits at a later point, and like I said, without visual aid, it would be helpful to note that, I write it something like sHP Horus sHP (Horus Hits) QCF+LP walk forward cx sLP2 sHP2
In the case of the sHK combos, you just do launcher > assist. If you use assist macros, this is probably as simple as treating it as an extended chain sequence. cLK (button one) cMK (button two) sHK (button three) assist (button four). I mean, this is the same without macros, but I'm sure they make it easier.
With a lot of other characters, I can do the assist macro trick, but characters like Peacock may not give me the special I want due to priority reasons unless I plink it a certain way I guess and Squigly will get stancel for doing QCF + punch + kick, meaning stancel overrides even one type of special overriding another in this case. Not that stancel + assist is not useful in it's own right. But with characters that have this 'problem' I just learn to do the assist calls without slipping them into special movements.
Of course, learning various assist call timings like that gives you more options in how they will hit/are integrated into your combo.
I learn towards Para/Bypass because I can always call it with shot in combos and on block (the pushback is good and I can defend it with tears)
But when I play Para/HLnL, I have to do sHP HLnL sHP (whatever from here.) for a consistent usage of the move in combos. This is the 'call between staggerable two hit/part moves' spot.
Squigly has this with her HP, so I use it a lot, however, to get maximum launch with horus, and allow you to save otg on characters like double, calling it after launcher is much more effective, but you have to commit tighter timing. On the other hand, if horus gets blocked, you end up stance walking beneath them while they block it in the air, so that might lead to a reset? Not sure if you can make it cross up while you walk beneath them or not, I haven't looked into timings for that.
Generally these are the assist call timings I've tried to familiarize myself with;
Assist + Special input
Assist during manual two part or more moves (part 1, assist, part 2, such as para/squig HP, and val sHK3 gives various points, eliza sHP3 as well, but sHK2 too)
Assist during extended multihit move (Filia cMK > Call Fukua MClone, cHP, MClone hits from cHP > continue combo)
Assist right after a single hit move at the end of a chain (Peacock sHK > Assist, any launcher > assist such as squig sHK horus and bella cHP throne jHK (hits them into the throne) or para cHP throne jHP for a similar trick, very fancy stuff with this. Oh, and Double cHP > assist > slide, because if you run a trio, and do slide+assist input macro, unless you learn to press it so you choose which assist first but get the kara cancel from XK+MP into 4LK+MP+HK, its basically a roulette wheel, so meh. Duos don't have this issue.)
Assist hit before the last move in a chain (Peacock sometimes works better if you do like, cHP assist sHK rather than sHK assist, depending on the assist/usage)
Assist plink input with a single hit move during a combo, not my favorite nor am I good at it, but I've seen stuff like doing double cMP~HK to call an assist with her cMP, but I often find myself just doing cMP > assist very quickly instead.
Other special cases are like during stagger or special stuns. Squigly/Diamond drop and Squigly/Albus work by command grab assisting the stagger from silver chord mid combo, allowing you to net a charge and continue it. Diamond drop actually nets both charges and does fairly decent damage and is a cute alternative to the standard Squig/Excella shell that is unique to her due to the ability to enter stagger to initiate a diamond drop mid combo. Resource Char/Excella shell in general works the same, but sage made double/excella work just on the premise that excella still builds nice meter on its own and double (like any character) can whiff specials during the animation to build more free meter. So, while she does not have an explicit unique resource, she is able to make up for that by building a standard one instead. (That is very useful to her, considering the power of her supers.)
Anyways, if you intend to get a charge and reset, whether you used otg or not, whatever > chord is how squigly can snag a hit off some stray ass things and you can just raw sHK after that into horus and you'll be prepared to do so, so it won't feel like you're banking hard on first string assist calls, then charge, juggle, reset to go back to base damage scaling (since you already janked it up with chord) and start a charge based combo with a setup into a reset involving your horus assist.
But if you're snazzy enough to start all your combos with a horus charge call without silver chord right away, you can net a charge and do decent damage too. I like to play this way, but I realize for consistency's sake its probably better to do in the 2nd/3rd string and reset with the power of having charged stancel at my disposal to do so. Less profitable, but more wise? But if it's just a matter of execution/awareness rather than being bold, then just learn to call it in the first string.
I hated obscure assist call timings which is why I was drawn to assist + macro, but I realized some of them aren't so bad. I can see how swiftfox does the pea/hlnl stuff he does/(did?) because the timing for calling it to do those combos is something you actually have to learn/practice but it's not impossible.
The only thing you have to learn for para/bypass is literally to hit an extra button when you do your tear shots. Based assist macros.
Anyways, yeah, sHK > Horus is the most optimal-y way to go about it that will guarantee and easy juggle that saves otg even on double and does more damage than the others probably and blah but thats if you do it in the first chain anyways and it might be rough to do (you gotta call it quick, actually might be buffering it early even) and then does doing it later in the combo or even otging even matter if you get the stance and continue the combo and just reset anyways.
sHP Horus sHP is way more consistent in it's own way, especially for calling in the first chain since I start all my combos with sHP2 strings almost, and even still works on Double if you learn the timing for the sLP juggle. (to save otg, that is, which is basically for double stance charge combos using grave crumple, etc. or going into sliding knockdown using your charge, you could maybe use otg and use an SBO charge combo instead like nuuance's videos always had since you can juggle from that and otg is of no issue then? if you REALLY want both charges.)
long post is bad and long and full of irrelevant things. carry on