The main problem I see with my short hop idea is that if you block their poke but they decide to start a combo string that's relatively fast, it can potentially knock you out of the air.
The way I see the different situations is like this:
- Poke 1 is blocked > you try to go for pressure > Poke 2 will hit you & they start pressure > you're fucked
- Poke 1 is blocked > they go for Poke 2 > you hop+OH, which stops them but no combos or pressure comes from it.
- Poke 1 is blocked > you think they'll do Poke 2 > you hop+OH > but they go for pressure instead > you're fucked
- Poke 1 is blocked > both go for pressure & your S1 is faster > BUT shit range so if it whiffs > you're fucked
- Poke 1 is blocked > you poke back and hit confirm > try to go for pressure, but nothing jails so they poke you back
Basically, high chances of losing up-close confrontations like these. You're getting fucked no matter how you slice it lol Im still gonna experiment....we might be missing something here (I hope)
In the variation I currently use, BF4 is the huge advancing overhead axe move so I can't do a KB with it. Havnt tested out the main variations yet but I think I will settle on the Bomb variation.
As for KB after B2212......basically, in midscreen, the only move I found that actually hits the opponent after the pop up is a B2, which doesnt even let you complete the string lol. Nothing else. You can link B2 with fatal blow but thats it. So her options here seem like trash. In the corner, it's more viable. It feels like a fairly useless KB in midscreen