I discovered this 3 months ago, so I believe I had time to test all this, right?
@CaioLugon
do H LnL at different distances so that it's not the first active frame that hit the opponent while he's grounded.
There is indeed one frame that leaves you at +7. But that's not what explains this.
@Dreamepitaph
1 : you seriously think I would never have thought about that possibility? I feel insulted.
2 : you seriously think I would discover things that are pillar specific? LOL CHECK MY CHARS BRO! I only discovered assists build undizzy yesterday while theory crafting this combo, so if you think I screw around with assists often, lemme tell you you're wrong.
2 : pillar is only here to allow me to combo INTO LnL on someone airborne, it is NOT required for the s.lp link.
This is the "setup" that allowed me to find out about this :
Pillar doesn't add any hitstun frame as while I was training the combo, I saw that I could be +9 as well as +6 after H LnL, even though the difference in timing was less than 10 frames. (I don't know where the flying fuck you get that "pillar unique property" from, link for a vid showing this?)
LnL hits on the first active frame and I still get an additional frame. Can get to +8 with some precise timing, probably due to the +1 active frames...maybe but not sure, I was getting it almost everytime while I was training my combo, I don't think I was that reliable in my setup. +9 is very rare but happens, and that's even more disturbing because really nothing explains that extra extra hitstun.
You can do this combo with any assist that either send the opponent flying high enough by itself, or that allows c.hp/c.mk H LnL to combo while keeping them airborne.
So, SOID and horus dive works too.
Maybe some normals, like para s.hp or eliza s.hk, stuff like that.
Any other suggestions?