Yah see, I personally don't like this logic:
"If you spend tension/FRC you can make it safe". Yah, that's for nearly everything.
"If you have charge you get ..." That is also true in every case.
What I meant was that you get more out of the combo in potential; I am not comparing actual damage in the initial combo. The reason I like lower-to-the-ground combos is that you get a LOT more control and freedom with out depending on tension and charge in the form of tech traps, knock downs, corner pressure, extended combos, black beats, ect... that you completely forgo if you are falling from a HJ combo.
That being said, I am a low-charge OR player. Med and high charge players probably don't care about this, so this is also preference. I probably shouldn't be talking about logic lol. I am no where near as good as you.
Ehh... I wouldn't. No disrespect intended but that Ky was scared as fk. Experienced Ky players would stuff the fk outa Brandindu's combos. Between Ky's j.k being faster than c, his DP, and his 6p being the ELBOW OF JUSTICE, Ky's normals also have great anti-air components for OR because his jump is so low. It's a really rough match up if the skill levels are similar. If you play a Ky player with a strong background in Street Fighter / CVS2, then you will be in so many frame traps and fireball traps that you will end up blocking even on advance.