add in 5B(2)>IAD j.2C reset in corner, blocked j.B/j.2C>land>throw, 5B/2B/5C blocked>jump back>j.236A/B>air dash j.2C or jump delay j.C, w/e you want to do really
yo, lets destroy some assholes in the corner with 5D resets
5B(2)>5C>623B>dash 5B>6C>623C>5A>5C>5D>DC -> AA 5B(2)>5C>623B>6C>623C>5A>5C>5D>DC <-> throw(2)>RC>6C>623B>6C>623C>5B(2)>5C>6C>623C>5A>5C>5D
unlikely for them to expect the 5B to catch them in air
best tool to use against him is j.C, make him block it so you get more options, but it's good on whiff too since you still have air options after the recovery, so it works as feints also
lol 4D? more like 5A, 5B, 5C, and 2C
doing 2C in blockstring is fine since they know jayoku as starter sucks more than 5A>5B>jayoku
getting hit by CH 3C will give him like almost 80 meter and if he gets a jayoku you're looking at closer to 7-8k