Thanks for the help everyone.
-Also a small note about inputting 227A/B/C: Because of the reduced input buffer, you must do this motion slightly different than in PS2. In PS2, you could hit 2, 2, 7, and then the attack button after all the direction inputs. In CC, you must simultaneously input the attacking button and 7. So for example, you would input an Ex-Pit as 2, 2, 7+C. (No space between 7 and C at all)
Yeah, I remember reading about this in the other thread a long time ago and generally use it, seeing how it's much easier to tk without the super jump getting in your way. However, I've found that tk8 is a bit easier for me when cancelling 4C, and super jump properties don't occur. I'm having problems doing 227 or 228 fast enough with my slow fingers to cancel out of the first hit of 4C properly, but 282 seems to be actually physically possible by my standards. I might just need to forget about it and never go for 4C(1) j.22B combos. 623A pit followups aren't too bad.
Also, I've been goofing around in the lab practicing staggers when I came up with a sort of interesting 6C setup. You have on the first post in the blockstring section: "2AAA6C (use 2A's to move out of their 2A range, risky)." I've found that, using dash-in momentum, doing
2AAA5C6C (or any combination of 2A/5A) leaves you at the perfect range to hit them with the tip of your overhead with a lot more blockstun on their shoulders, as well as some other useful properties. Notes on this:
1) Works best in the corner. Midscreen, if they were to get hit, it will hit; otherwise if they hold back to block high the 6C will whiff, which can be dangerous. Take out some jabs and it should work a bit better.
2) Interestingly enough, if you set the opponent to all guard and standing, when you run up to do 2AAA5C6C, even though they have to block the first hit low, the 6C whiffs. If you set them to all guard and crouching, more often than not it works. I imagine this isn't a problem in-game as nobody is going to be standing and switch to low on the first active frame of your 2A, although I'm still not exactly sure what specifically causes this.
3) On some characters it will whiff entirely, such as Nero. Using only two 2A/5A works on everyone to similar effect.
4) Here's the interesting part; it's a
counterhit bait. Against most characters set to "Recover A" (do 2A on first possible frame), it will generally trade counterhits, but because they are airborne you recover in time to combo them (dash up 5AA jc j.ABC dj.BC works). Against "Recover B" it's generally a clean counterhit. With some experimentation against a number of characters, I've found that it's not a tech trap entirely, it's simply their extended limb that gets hit. C-Nanaya's or C-Nero's 2A, for example, has quite a long range and hits you out of the 6C, so there's at least 5 or 6 frames that your opponent is out of blockstun in there, although against B moves or reasonable "mashing" I imagine it's a tech trap. Most characters don't have the ability to do this with their 2A, however, and this is considering your opponent lands their jab on the first or second possible frame out of blockstun, in lieu of the easy option of you staggering the 5C into 4C or 623A.
It's not some earth-shattering mixup, but the ability to bait counterhits and beat mashing with a relatively high amount of safety while also keeping the option open for 2AAA5C > dash-in reset because of the possibility of a staggered 4C or 623A makes this seem like a decent way to set up a 6C if you're in the mood for it and know they're looking for that pause in your blockstring to hit buttons. Doesn't catch jumpouts for shit, but oh well. If you want a faster mixup, drop any number of jabs; it'll still catch most mashing I imagine, even if you just do 5C6C.
If this seems even the slightest bit useful I'll make a short video about it because it's not often I come up with something mildly "new" and can give back to the community. Otherwise oh well, I had some fun doing training mode science.