Air throw gives the right amount of time to dash forward and do a meaty 2
from which point you either continue the string to the unblockable throw (22 1+3)
or cancel either the first or second 2 into earthshaker for a mix-up...
After EX air throw
there's enough time to dash forward and do a meaty B1 overhead!
iirc (B1,3) has some frame advantage on block so that can set up some counter hit d1 pressure
Both B1 and 3 are cancellable so they are both points which one can cancel into earthshaker for mix-up
and B1 has some frame advantage on block iirc, a decent tick throw normal