Ok so a big chunk of this post got lost so I'll summarize without all the fluff:
You didn't do my combo, it does 8767 damage or 8299 without the first j.hp.
You know Camail, you could've saved yourself from digging yourself that hole by noticing that you posted your combo doing 8k, then I posted later saying it does 8.2k. You could've realised that maybe I did do the combo to try it out to get that number. Maybe you thought I pulled that number out of nowhere? Maybe you didn't read my post. In any case, I'm going to be generous. Here is both your and my combos, both starting with j.HP Counter hit.
Yours does 8.7k. Mine does 9.1k
Yours is finnicky with character specific delays, and doesn't work on two... no wait, I just tested it, it doesn't work on Parasoul, Bella, Double, OR Big Band in the corner, so yours is purely a counterhit combo for light characters. Mine is consistent with no changes for any character, except with double you just replace a normal and swap two strings around.
My combo is strictly superior in regards to both optimisation, practicality and character universality as a corner heavy counter hit combo.
Regarding corner carry, your combo does work if you're halfscreen away from the corner, but only if you do [j.MK j.HP] dash jump [j.LP j.MP j.HP] since otherwise it doesn't work. At 2/5ths away from the corner it works the same, your HCH combo is probably best against lights at that very specific range. I will stick to the Duck or [j.HP j.HK adf j.MP(2) j.HK] combos, since while they do less damage, they work perfectly fine all of midscreen, don't require dashjumps, and have better reset points. I used to use dashjumps in my previous bnb, wasn't fun, required focus on execution in the middle of combos which in an ideal world you don't want.
At 1/5th away from the corner, my combo(+double variant) still works on every single character in the game.
Now, onto the topic of resets.
Reset points are not important if you want a burst bait punish counter hit combo, which is what you said the primary use your combo had. You want fat stacks of damage to make them die, since ideally every single burst bait should result in a dead character. The best time to reset on a counter hit is if they already had plenty of undizzy on them already. In that case, counter hit specific combos don't really matter and you can go into whatever combo/reset sequence you want appropriate to their undizzy.
You're not wrong about s.LP->Low/Throw being a strong, subtle reset. I use it all the time. In my combo that I posted, which has exactly as many s.LP points as your combo: One. The timing might be unique but who cares, it's the same "oh he's going to do s.LP now i wonder what he's going to do next" situation... The situation which exists in both combos. You would have a point if you showed me a reset that specifically used the spacing that combo created, plus an assist, to achieve some grimy left-right shenanigans.
unless your high also catches prejump its functionally the same as a low/throw because you are still making them choose between upback and downback.
You are over-simplifying the situation by looking at only the opponent's defensive options in broad strokes. Let's just assume the opponent has their back to the corner in this hypothetical situation and they are at your mercy.
What happens when you land a low starter:
- Beats upback, back, buttons and throw tech
- Unscaled combo starter
- Opponent wants to look for lows, starts wanting to block low
- On a successfully blocked low starter, you may go for tick throws, frametraps, reset pressure by using an assist to cover your negative frames on your heavier buttons. You might go for an IAD after or a jump-in, but only really pheasible with Filia, Big Band, someone that can make you eat a high STUPIDLY quickly. Val can actually do this with backdash airdash(henceforth dubbed BDAD) and do gross j.HP crossups etc, but that's execution heavy and not THAT fast. Especially not after her c.LK, which is -4 and has more overall frames than c.LP. Do it from c.LP however and it's legit, since c.LP has low overall frames and is +7(!!).
- Oh yeah, if you know they're gonna be blocking low you don't have to do a negative on block low, you can do a plus on block normal and do frametraps/mixups that work better with frame advantage.
What happens when you land a throw starter:
- Beats downback, back, buttons
- Scaled combo starter
- Opponent wants to either tech throws or upback more
- On an upbacked throw, you have a lot of recovery time, can't call assists, can't do anything. They could, in theory, straight up punish you on a correct read with a huge counter hit combo, but more realistically you just eat an updo/pillar to the face, with possible conversion if they can confirm.
- On a teched throw, you are at +1, which is not too significant but it's still something. The situation is essentially neutral-ish but their back is still to the corner, you can both call assists at the same time if you wanted, make some reads.
What happens when you land a high starter(EDIT: This is assuming it's a jumping starter.):
- Beats downback, buttons, throw tech
- Unscaled combo starter, more time to confirm than usual
- Opponent wants to look for airdashes since they CAN be reacted easier than low/throws, starts to want to block high and upback
- On a successfully blocked high, like from an instant airdash that Val has, you can then go into high-low-throw again with greater ease than if they blocked a low, since you can act right after you land, and if you jump-in with a heavy normal they have to eat heaps of blockstun. This lets you set up things like empty airdashes, with IAD throw to trick their reactions into blocking high, before landing with a low.
Your understanding of resets is under-developed and tries to reduce it into pure guesses in the exact moment the opponent is about to take damage. Mixups don't have to be pure guesses. Some good mixups are, but REALLY strong mixups are ones that bait the opponent into committing to one form of defense early. In the case of IAD throw->low, you are baiting them into blocking high, since IADs CAN be reacted to, and then you hit them with a low as they're committed to blocking high to get the unscaled damage. This isn't a 50/50. This is a reaction bait, something outside the realm of pure guessing.
Your understanding of high/low being functionally identical to low/throw is oversimplified and narrow-minded since it does NOT take into account what happens if your opponent successfully defends your reset option, how to abuse the fact your opponent is GOOD at defense, and post-defense mixup options.