214K YRC can hard punish almost anything, including 2Ps. I think that move will grow into being a huge part of his game. Implementing the YRC punishes can be an efficient way to build his masometer. Projectiles knock him back very far.
For standing NH, If he gets a bit of a dash - cS > 6P > cS > 2H might be his strongest normal string for damage.
For CH, 5H (1 hit) > 236H > IAD S H(2 hits) cS 2H seems the best for now.
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Some things:
although being +2, cS being two slow hits means its easy to IB, so it will be important to mixup his normals.
6P works very well against alot of f. S and such. It does a surprising amount of damage, and can confirm into jS on CH after the animation of 6P ends.
For 2D 236H Oki, airdashing on top of the ball loses to most reversals, alpha counters, etc. so using the invincibility well timed forward dash, mixed with later AD mixups make the oki more scary. It may be obvious but its important to confirm how many hits of the ball the opponent will have to block when dashing. This will give more consistent stagger setups.
jK can instant overhead some characters. If the opponent blocks airdash late S, H (2 Hits), jK can beat fuzzy guard. Works on Sol and Zato for sure.