What do you guys do when you're near the corner but not near enough to do a dedicated corner combo? It's a situation that comes up a lot. I don't want to use b+3 after claws because that'll wall bounce them and I'd lose damage and they wouldn't be stuck cornered after the combo.
Meterless -
* starter xx claws, ji1, 1f2 ~ 24-29% (leaving this here because f3 is super wonky up against wall)
starter xx claws, f3, 1f2 ~ 29-33%
* starter xx claws, f3, f3 ~ 29-33%
starter xx claws, d2 xx AA whip, 1f2 ~ 26-31%
starter xx claws, f3, d2 xx AA whip, 1f2 ~ 31-36%
1 bar -
starter xx claws, ji1, 12 MB dash, f3, 1f2 ~ 34-39%
I'm sure there are more optimized options but these are simple and on some maps (like Atlantis), ending with any of these options give you enough time to jump on the other side of the opponent and MB the valve interactable for another 16%. As an extra bonus, if you end with 1f2 in the corner then jump over your opponent. The timing makes your opponent's wakeup wiff so you can avoid their wakeup attacks in an attempt to do damage before getting hit with interactables.
EDIT: starred combos do maximum carry distance (not sure how far from the corner you are talking)