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All 22C really does for you is remove tech-rolls as an escape option for the opponent, you can't do any true oki (like safejumps), but pretty much do whatever you want. They can still DP you, but anything you do that is relatively fast will beat them. So you can't get out poked/mashed after 22C. 6B is a good option, but this is one of the few situations you can really exploit the speed and power of TK GH as an overhead.