I'm not sure if it was mentioned in here at all, but off of an air hit 2D knockdown, if you don't opt for the safe jump, you can opt for an immediate 2D after the first one that will be a guaranteed punish on any delay tech. It blue beats, but since you pop a mark you can just 2D again to re apply it. If they tech as they land you have enough time to meaty after whiffing the 2D. Also was testing some Gustaf stuff. Turns out it has 1 frame more blockstun than hitstun (at 27f total blockstun). As a result, 236A > RC > 6D is a blockstring, as is 236A > RC > 66 > 5A/2A/5B. I also don't think the new property they added to Gustaf in CPE was mentioned anywhere either, but basically if you do it from far enough away, it has almost no pushback, so when Azrael takes that step forwards in the recovery, you actually get a pressure reset. Even on Barrier Block you can still tag a jump out attempt or someone mashing a jab thinking you'll be of 5A range. Works nicely if they ever barrier block 5BB, since they won't be able to avoid blocking a 5C after it through conventional means. RC > 66 > 5A is also a blockstring even on IB if you're looking to prevent a reversal attempt, and the forward dash can cross up depending on the spacing (and assuming they didn't barrier the gustaf). Not necessarily new stuff since Gustaf had more blockstun in the previous version, so this all would've worked before. tl;dr if you really need to stay 110% in there, or want an unmashable high/low/crossup (and crush trigger if they don't IB), then gustaf RC is a pretty good option.