Too bad that expert players will always bara my 236c in a blockstring when I used it.
236b in a blockstring is a good options, but don't attack too fast out of it, they might shield your string and punish you. At least, that's what I got recently.
The divekick is a pretty good option, however the slight recovery makes it an attack you shouldn't use too much. It counters air-battles, but you can't do any follow up. When you counter on ground, you can make a bnb out of it though, which can be pretty useful.
But here's a question: What's the best combo after I jC countered someone in the air? Must I do 5c, or 3b? Much options, so I don't know what to choose. I'm not that great with the air bnb after 623b too...Lately I've started to do jC airdash jC djC airthrow ¬_¬
The timing of 236a xx 236c and 236b xx 236c is learnable in no time, just practise a bit with cancelling. Anyway, as others said, 236a is useful for the people who like to mash out of attacks, or don't think you'd pull out something so fast. As a result, you have a successful blockstring which leads to...yeah, 236a 236c, which indeed lowers the damage a bit, but it's better than being countered because you DIDN'T use 236a.
I do not know if V.Sions grabs are better than others, but why the hell is the discussion about grab wars...
Anyway, you're doing a great job Sp00ky, don't lose your skills though =D
-DarkShadow