4C too slow.
j.B too mortal.
C ender rekka too super cancelable.
EDIT:
Okay, so what do people actually do with Fryougurt? I just picked up this character on CC, so I really don't know how to play her. This is what I do.
5B 2B 5C 236B 236B 236B 2B 5C j.BC dj.BC
(236B rekka ender to 2B seems easier than before, but it's still fairly tight.)
5B 2B 5C 236A 236B 236C 214C j.B(whiff) 5C j.BC dj.BC
(Midscreen when you're too far for the first combo's rekka launcher to connect.)
5B 2B 5C 236A 236B 236C 214C 8(wait until you almost land) j.C(land) 5B j.BC dj.BC
(Corner when you're too far for the first combo's rekka launcher to connect.)
5B 2B 5C 3C 22A 5C j.BC dj.BC
(Anywhere when you're too far for the first combo's rekka launcher to connect and you have knife.)
5B 2B 5C 3C 236B BE236B 214A
(Midscreen when you have no meter or knife. But you end in 236A rekka, so you have oki~ The 214A is 'cause you are crossing up (or crossing down, rather) during BE236B so you have to input 236 in reverse.)
5B 2B 5C 3C 236B BE236B 236A
(Corner when you have no meter or knife. But you end in 236A rekka, so you have oki~)
[random normals or hard knockdown] 236C j.BC dj.BC
(When you're lazy or netplaying.)
If you want to be flashy, you can go 5A TKj.236B j.BC(land) j.C dj.BC for the third combo instead of 5B j.BC dj.BC. For the first combo, you can do TKj.236B between 2B 5C and j.BC j.BC. For combos that end in 236A rekka ender (or 236B, but you should just do your normal rekka launcher combo in that case), you can add on a 236C j.BC j.BC if you want more damage and less oki. For the knife combo, you can do (delay a bit)2B 5C instead of just 5C after 22A.
End air combos with j.236B so you can charge and look badass. Airthrow if you want, I guess, but you're not gonna get any real oki anyways. It's not like Fryougurt is bad in neutral, so it's totes fine to end in j.236B. If you end in j.236B, you can let one j.B hit twice in most combos. If you go for the airthrow, you're gonna have to cancel it after the first hit. Some combos require a j.236B ender, 'cause you'll be out of range for the airthrow no matter what. AD is pretty lame now with the LONG startup. AAD is still fast, but you're probably always better off safely IHing during a combo and doing like 2k extra damage while recovering health completely safely. Unless you're sure they aren't gonna bait it or you just did a j.236B and wanna look cool. It's fine to do anything if it looks badass.
EDIT:
Blockstring with those rekkas. So safe, it's like you're wearing battle armor. Except C ender. That's dumb dangerous. Charge it fully for the unblockable or don't do it at all. Unless if you've conditioned your opponent so that they'll try to poke you out before you full charge. 22A during blockstrings for mad free frames so you can go back in and do stuff. TKj.236B is not a bad move during blockstrings, but you'll totes lose all your momentum and get trolled if you fail.
Second hit of 236 rekka can be charged. Only really usable when you rekka on a falling enemy or blockstring. End it with 214A instead of 236A when you're midscreen on a falling enemy, 'cause you'll crossup during BE236B if there's room.
Fish for counter hits with 5B for free. j.B is still great as well. Freeyogurt, freedamage. Also Frogurt.
If you're getting pressured, cry. You can 236C on wakeup to troll.
End combos in rekkas if you want anything resembling oki setup time. In the corner, you can combo 236A BE236B 236A after 214C j.B(whiff) 2C 3C and go for oki. So an example would be 5B 2B 5C 236A 236B 236C 214C j.B(whiff) 2C 3C 236A BE236B 236A.
EDIT: Also, someone teach me to play Fryougurt please.
EDIT: Organized version with less information:
Corner:
5B 2B 5C 236A 236B 236C 214C 8(wait until you almost land) j.C(land) 5A TKj.236B j.BC(land) j.C dj.BC
5B 2B 5C 3C 236B BE236B 236A 236C j.BC dj.BC
4C 22A 2C 3C TKj.236B j.BC dj.BC
4C 22A 2C 3C 236B BE236B 236A 236C j.BC dj.BC
Midscreen:
5B 2B 5C 236A 236B 236C 214C j.B(whiff) 5C j.BC dj.BC
5B 2B 5C 3C 236B BE236B 214A 236C j.BC dj.BC
Anywhere:
5B 2B 5C 236A 236B 236C 214C 8(wait until you almost land) j.C(land) 5B j.BC dj.BC
5B 2B 5C 236A 236B 236C 214C j.B(whiff) 2C 3C 236A BE236B 236A 236C j.BC dj.BC
5B 2B 5C 236B 236B 236B 2B 5C j.BC dj.BC
5B 2B 5C 236B 236B 236B 2B 5C TKj.236B j.BC dj.BC
5B 2B 5C 3C 22A 2B 5C j.BC dj.BC
4C 22A 2C 3C 236B BE236B 236A 236C j.BC dj.BC
4C 236B BE236B 236A 236C j.BC dj.BC
Raw Airthrow:
5B j.BC dj.BC
2B 5C j.BC dj.BC
Air Counterhits:
5B j.BC dj.BC
2B 5C j.BC dj.BC
214A j.BC dj.BC
2C 3C 236B BE236B 236A 236C j.BC dj.BC
Toolkit:
After 2C:
3C
After 3C:
22A 2C 3C
236B BE236B 236/214A
After 3C in the corner:
22A 2C 3C
236B BE236B 236/214A
TKj.236B
After TKj.236B in the corner:
5B 214C 2C 3C
5B j.BC dj.BC
After 214C:
8(wait until you almost land) j.C(land) 5B
j.B(whiff) 2C
After 214C in the corner:
8(wait until you almost land) j.C(land) 5A TKj.236B j.BC(land) j.C dj.BC
After 22C:
Anything you want.
Stop after 236A rekka enders for oki. Enter 236A ender in reverse (214A) if you BE236B (second hit) a falling enemy. End air combos with j.236B. End air combos with airthrow if you are boring. You have more room to let j.B hit twice if you end with j.236B. Fish with 5B and j.B.