Doombawkz
Trust me, I'm a doctor
b.23 b.23 dash grab/command grab allows you to push them further using the dash and gets the grab damage unscaled (It does in the area of 16% on top of your combo damage instead of simply adding another 6% at the end of the normal combo). Whats more is you can mix b.23 as an ender into almost any mix-up you want, the grabs are just our fastest and most damaging options. You can chain sets of 50/50s using this and keep them practically always in a wake-up oki situation.whats the difference between b23 b23 dash grab and either b23 123 command grab or a f3 starter to mix low/overhead. also another good overhead starter with less options though is f2d (I like command grab as its the highest damage special and the total directional input is fdbf) also the f2d comes out faster than f3 but f3 can be armored against wakeups
b.23 123 command grab is safer, more guaranteed but undoubtedly lesser damage with less advantage and mixing potential.
f.3 has 42 frames of start up but its hop is great as a cross-over especially following MB double punch in the corner. Honestly in the time it takes you to do this on wake-up most players will just backdash the telegraphed move and punish.
f.2d is finicky to use on command but the reach it has as an anti-air makes it a great follow-up to a charge on block or hit as it'll scoop anyone out of the air and can be cancelled into stuff like another charge and so on to keep it somewhat safe. You can also do the OHVCS tech where you land f.2d into charge and cancel the ending frames of animation (the after-charge flex) to force the opponent to stand directly up into your super where the only option is to speed out an ungrabbable state.