Lower requirement in meter usage, high requirement in execution. As said before I'd still rather get hit by the stun combo 20-30% of the time than a 70-80% combo 90% of the time.
I suppose it's preference, but I personally get hit by the 70-80% combo than the full stun one. Even though according to you the Stun combo is less frequent, at least I have a survival chance if I get hit by the 70-80% combo for a comeback.
Just out of curiousity, what's the hardest part of the stun combo anyways (It's a genuine question and I'm not trying to be cocky)? I know John does some dash b.D, HD, dash b.D which is a little bit tricky, but the new one doesn't require that.
Well if you figure the combo is dropped 70-80% of the time, you can say the same thing about survival for a comeback, except with more health.
There are multiple parts of the combo that's difficult, which is why it's dropped so often. Largest barrier would be near the beginning there two parts which require near perfect timing.
After the EX b~f+BD, you have to do b~f+C with no gap, if there is then they will drop out of the next time you do b~f+C.
After the first b~f+C, you have to do b+D with no gap, if there is, the next move will whiff.
After the b+D, you have a do a perfect walking b~f+C. If you do it even a couple of frames late, they'll drop to the ground.
After that, you have to do a b+D with little to no gap, otherwise the next move (dashing ABCD) will whiff due to the opponent falling to the ground.
There are two other points in the combo which require you to do walking b~f+C
Other than this, learning to do most of the cancels for Ash takes about 3 weeks time, whereas most combos take a day or two max.
Another thing is that there are so many inputs (30+) during the whole combo, there is a higher chance to mess up at any point.