4B CH may not be as practical because usually if you land it, it's as a normal overhead, but 214A FC (throw invincible, good for A-Parser mixup), 6A CH anti-air, and 3C CH are pretty practical, it's just a matter of looking out for the damage opportunity. For example: when you do 3C you have to do it with the intention of getting a CH to do that combo, 3C is really bad otherwise at any other range.