So..
21 def running point.
Hit can extend for 21, allowing her to get a pretty easy 50%~ no-bar midscreen off her 2M. Slightly less off other starters, but still very nice. It adds roughly 10% to almost all her stuff in un-optimized form. Anything I can end with her j.LMS.qcb.M. Its basic, nothing that's going to win me Evo, but its a nice piece of synergy that does a little more than her lv1 (which i can still tack on to the extension Hit's assist allows).. So lets me either crank up the damage, or keep solid damage and conserve my meter. I like it.
Saving meter on 21 allows Hit to use it a little more liberally. My working theory here is to use 21 to build meter with her decent meterless damage and Hit's assist closing the gap. Hit will probably be running 2nd and when I bring him out, I'll concentrate on making use of his excellent 1 bar damage, and dump meter as I see fit, with Kid bringing up the rear. Kid works anywhere, everywhere and with or without meter.. However, Candy Beam into lv3 is something I use the SHIT out of, and as much as people keep yelling its inefficient.. it keeps winning me games. Meter builds like crazy in this game.
Kid could run second instead of Hit, and concentrate on his lv1 damage and raw obnoxiousness - but if I was going to run him meter-starved, I might as well throw him out front and run 21 second.
Shrug.
All this mess of words and half-assed theory crafting was meant to say is "I feel like its important to have Hit 'behind' 21, because his assist is useful to her."