I had the chance to get in a few matches yesterday so I'll put in so things that worked out for me but if anyone thinks other wise feel free to say so.
B+2 just a good poke in general you can use it to move forward,it goes under some jumps and on block or hit you cancel into flame thrower.
After a throw d,b+3(Up missile) for a free mix up some people can get out of this with a wake up teleport or something that moves them toward you quickly but I'm pretty sure if you know there going to do that you can delay the missile and it will trade also if you have a meter to burn you can use smart missile for the guaranteed mix up high/low/throw back to the same situation.
To answer Pastalonius's question I prefer to play defensively,I like to stay out least two dashes away so when I call D,B+3 i can just dash up and start a mix up,if the missile hits you can just dash 1,2,b+1 combo or if your too far just teleport. Anoter note: EDIT-ending with flamethrower seems to be really good oki dash throw leg lift ect but after some more playing I feel like ending with B+2,1 is better most of the time for the missile pressure though it really depends on the character your fighting so test some stuff out and let me know what you think.
Also I found out that you can trade x-ray with a projectile and win the trade duh lol,but i don't it really has a use outside that and would really only be good if you wanted to close out the round.
I was trying a combo in the corner it's a little unorthodox but if anyone can come up with something better please do.
1,2,b+1 1,2,2xxd,b+3 1,2xxb,f,+2 36% or you can end with 1,2,2/1,2,4 for 38%/37% a but it forces them to flip out.
B+2 just a good poke in general you can use it to move forward,it goes under some jumps and on block or hit you cancel into flame thrower.
After a throw d,b+3(Up missile) for a free mix up some people can get out of this with a wake up teleport or something that moves them toward you quickly but I'm pretty sure if you know there going to do that you can delay the missile and it will trade also if you have a meter to burn you can use smart missile for the guaranteed mix up high/low/throw back to the same situation.
To answer Pastalonius's question I prefer to play defensively,I like to stay out least two dashes away so when I call D,B+3 i can just dash up and start a mix up,if the missile hits you can just dash 1,2,b+1 combo or if your too far just teleport. Anoter note: EDIT-ending with flamethrower seems to be really good oki dash throw leg lift ect but after some more playing I feel like ending with B+2,1 is better most of the time for the missile pressure though it really depends on the character your fighting so test some stuff out and let me know what you think.
Also I found out that you can trade x-ray with a projectile and win the trade duh lol,but i don't it really has a use outside that and would really only be good if you wanted to close out the round.
I was trying a combo in the corner it's a little unorthodox but if anyone can come up with something better please do.
1,2,b+1 1,2,2xxd,b+3 1,2xxb,f,+2 36% or you can end with 1,2,2/1,2,4 for 38%/37% a but it forces them to flip out.