Just thinking outloud here. My opinion only. These are really good, but right now I'm on the fence.
- On average for the reg bnbs and stuff, it adds approx 5% more to your combo
- the timing seems like it is a lot tighter on lower hitbox chars (Flash, Catwoman etc), increasing your chances of dropping the [5% higher combo] for the reg. one
- as per the video (not necessarily your notation) you have to decrease the damage by about 3-4% because you generally aren't going to RGHV as an ender, you want to keep them in the corner (so, using f2d13, d3, b23, or 3~breath)
- could eventually keep these combos for hitbox chars like Green Lantern and higher (ie. Lantern, Martian, Aquaman, Doomsday etc), but it's your choice if you want extra shit to remember
- The TOD combos may very well be worth looking into more. Being able to kill without the divebomb is interesting and a potentially great asset.
So the question then becomes: At this stage of the game, do I want to invest practice time to be able to execute these under pressure (i.e. a local or a larger tournament setting) or do I want to maybe leave 4-5% on the table in exchange for NEVER dropping the heat zap bnb, which is universal on all chars and is slightly more forgiving with respects to timing?