So I labbed the variation more and used it in sets, and I think the best move is self destruct. Turret self destruct is good, situational but good. The radius for the explosion is tight, so you have to make sure your turret is well placed and condition your opponent to respect the start up. Midscreen, I observed four types of reactions when my opponent respected the start up/recovery of the self destruct : They're either agressive, so you block until the turret explodes, if they blocked the explosion you're like +20 on block and if they don't they get hurt, or they're turtle-ing until the turret explodes and give you a free mix up throw/b12/b14 (sometimes you can throw backwards to place the opponent on the turret, dealing 160.00 damage and place the opponent far enough to zone again). The can also backdash, if you read it you can b3u4~ender for decent damage. Or they jump in kick, and you use Air Control MB which triggers a Krushing Blow, if the opponent doesn't have both bars of defense, 45% of their life just disappear.