After mid-screen air throw:
If they tech...
Forward:
2a - your best choice.. combo away
22a - not worth it. can't follow up
22c - same as 22a
Neutral:
2b - best choice. leads to combo, mashable
236a - not worth it
623c - if you screw up the timing, it's safe on block. use if you're scared, I guess... ?
421a - you'd might as well use 2b... but if they jump, you'll either get them or they'll air block it (in which it is safe on block)
421c - 2sexy !! if you got the meter and you just know DO EET
Back:
214a - only option.
None:
Opponent is completely safe - there are no OTG combos for Mech-HISUI... after an air throw, of course. haven't experimented enough to find the best OTG hits after random unteched stuff, but I'm just doing 2b-> 2c right now
Air throw against the corner:
they better stay down. If they tech away, all the tricks you can use on a neutral mid-screen tech will work. they don't bounce away far enough and your 2b will reach them. If they tech neutral, they'll be close enough to punish with 2a.
Air throw with YOU in the corner:
them teching away means they tech into the corner. they'll be in range for 2b. if they try to tech out, they're in 2a range. don't forget that your air throw switches positions with your opponent. if you're not used to it, it's pretty disorienting - for your opponent AND you.
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Kind of seems like the smartest thing to do as a Mech-HISUI player is to wait and use 2a or 2b. if they're dumb enough to tech towards you, it's not hard to hit 2a even if your reflexes suck. as for training your reflexes for 2b, that will be harder. but yeah, considering Mech-HISUI doesn't have the most intense oki game, the opponent is probably going to stay down more often than not.
feel free to agree / disagree. this was mostly for my personal notes, but I figured I'd post it and get feedback or something.