You can do 10% more damage in the corner and into 112 standing reset. You cannot, however, go that big and end the combo with B113. That would be sacrificing damage. I try to maximize wherever possible, assumed everyone else did to.
I know what you're talking about, its the following combo.
F4~rd~ds, U3, 2~ds, b11F4~ds, b11f4~ds, 112~rd 17 hits 50% damage + reset with disadvantage: there is a high chance of you missing the last hit of 112 to reset, and once you red dash, the opponent will armor out of your follow ups, or characters like KL or sektor that have a 6f moves will just use it.
I usually to this:
F4~rd~ds, U3, 2~ds, b11F4~ds, 112~rd, 12 hits 45% damage + some frame advantage: here you have the upperhand, the reset its good the damage is acceptable, and the chances of succeed on a blockstring its also good, LOTF uses this to throw a EX Dagger that will whiff on the reset so skarlet can use F212 before they recover, which is also very good actually. I also uses a Blood ball that is garanteed chip and spacing between both characters
The Opening post has the same combo, with a B113 that pins the opponent down for a
inescapable OTG. The difference is that it deals 48% damage minimum with the OTG blocked and 51% with the OTG on hit instead of 45% and you don't use meter.
Eventually a high level player
will want to poke out after they block the dagger, this is exactly what i need to keep him in the corner and start the counter poking game, U3 pressure game and counter reads all in the same package.
The important to me its not that they'll poke out, its what you'll do after they poke out that matters, its still a containment