iirc WR was meant while running instead (but he uses triple forward in this video), and "rising" is WS (while standing). Not uses the term WR for while rising anymore because it mixes with while running. So yeah WS is while standing and WR referr to while running. Technically you're correct but the term while rising can brings misunderstanding so use WS instead.
If i remember 2,2,2 has too much risk to be countered by seasoned player especially when last 2 blocked and you change to iai stance, i much prefer use 1,1 or 1,1,2 more now after learned in vert hard way. But 2;2;2 still a good guaranteed after launcher attack followed by 1 attack of iai stance
Imo the normal combos you're showing are kinda weak (you could get a lot more damage very simply out of d/b4 ch, wr4, d/f34, d/b11f -> perfumer, 221, dash -> ff2, 432 very slightly delay 32) but the wall combos seem good.
Could you do one for Steve. I gotta friend who wants to learn him more but I never played him seriously & would like to send him something quick he can easily refer to.
Do you need to know that many combos...? What's the difference between a simple combo that does ~70 vs a complicated one that is harder to execute that also does ~70 damage?
The other things besides damage that you need to be aware of is the distance we can juggle the opponent in a single combo and/or in what position/situation the opponent is after the combo ender. That way after the combo ended we can be in a more advantageous situation. Or cool factor 😎