

on a back-turned opponent puts them in a slip stun which can be followed up with a


or



. The only downside of this is that the



would in not cause a limbo stun due to the stance. This also comboes into his


slip stun. That means you can have two slip stuns in a row.
Something I found, but it's still not as good as straight up going for a



into whatever follow-up. They're much better setups and they're guaranteed outside of corners or walls.
However, one major advantage of this setups is that the slip stun could potentially force an opponent to guess and TFBB is a very viable answer if they do try to guess mid.
Also, a better option after


on normal or counter is to dash in and do



. This is a much preffered option because the



option leads to the blender and



doesn't. Also, the close hit properties after



in this special situation leads to inconsistent damage, which I think is a bug. On close hit you could sometimes get some inconsistent damage. Sometimes you get 66, sometimes you 57 and in some cases even 50. I'm not sure what's causing this, tbh.
update: Damage on his


and neutral throw are buffed, but the


is still 50.
Normal OH damage decreased by three for both





and




. Low BT OH hold gives some pitiful damage, even on Hi-counter, but it has a high payoff of +10, which could potentially allow for fuzzy guarding, but you have to be on point or you'll be grabbed. This could potentially put the opponent in a clutch situation where they'll either try to attack and get hit with CH BT


, duck and get reset or hit by BT


while crouching or do nothing and get grabbed. Still the BT grab option is the riskiest option, because if you try to fuzzy guard, you could potentially get grabbed by the low BT OH again due to the active frames.