Not really, 2C needed a buff of some sort to be even called a legit fatal counter move. The crossup 6C is done with forward throw, not possible with back throw since there's a huge space that 214A can't cover.
Ehh I think you mean 360 exclusive is why it never got popular in Japan and it never got popular in America because there's only so many GG fans that own a 360, it's also not really under the fighting game genre anymore and fits into the category of action game combined with RTS which is a genre known for it's failure on consoles.
I find j.D>delay j.236D pretty useful for baiting since most people don't seem to expect anything to follow after j.D, a "decent" gimmicky way to go from pressure to tick throw would be something like 2A>5B(1)>j.A>j.D>j.236A/B/C>air dash>j.B>j.A though the j.A>j.D part is pretty risky if they notice it. Blob's shark thing is 2C i think and you can do CH 6C or FC 2C on block so 6B against that isn't necessary, jin vs tager is just full of retardedness that both sides can abuse so i won't bother listing all of that fun stuff....
That really depends on the height of when your 6C hits, if you get them low you can follow up with 2D>combo if they're high up your only option is really to DC>air combo
secret art of mastering jin online: throw counters....stick them in corner whenever possible with backthrow>combo, wake up throw if they mash to tech then combo into knockdown etc...best of all people online dont know how to avoid unblockables
5B>2B>sekkajin is pointless since you only get like 10 extra damage in the end =/
@Kirah
doing j.214D instead of j.214C doesnt make it new.....especially since i posted the basics of it right and its right above your's......and the 2nd combo is unnecessary if you can do the first one for more damage
5C>6C must be CH or on crouching anyways
lolz tetsu's wtf crossup 6C that throws them back into corner:
2D>d.6C>DC>d.5C>6C>DC>66>j.C>JC>j.2C>j.214C or w/e u wanna do
so a couple notes on this one:
the d.5C has to be done immediately after DC ends
the d.6C has to be point blank basically
too many variations to list so just work off of the original
gdlk vs tager since its throw invincible for most of the duration, i dont use it that much tough, and 6C>6B is really if you want to continue screwing with them after doing stuff like 5C>delayed 2C frame traps
6B goes into lots of stuff actually
on block:
2A tick throw, 5B tick throw, 5B>IAD crossup, air ice sword>air dash>any jump attack
on hit: 5B>stuff,5C>stuff,sekkajin>stuff,623B>stuff,
on counter hit: 6C>stuff,6B(this is a second 6B)>stuff