Wow, indeed you have time to dash after jC. Pretty awesome, this is very helpful to Warakia's game. Reminds me of MvC jump-in->dash combos.
I have a hard time IADing in Melty Blood, not sure why. I think the timing for the second "forward" motion in the air is kinda strict. I wasn't sure if I was doing it right yesterday, I didn't use it much with my characters, but it clearly complements Warakia's jB very well. It doesn't help much they changed the movement mechanics on verB. from ReAct.
I'm trying to integrate drills, teleports and summons into my game. I cancel into Nero and Shiki summons after blocked 5C/2Cs or other ground attacks. They're actually not as spammable as I'd thought they'd be and some characters seem to get around them, so I started alternating with drills. But drills, whether hitting or blocked, basically ends my rush-down offensive due to ending delay. At least summons, let me continue with pressure easier. Are there better uses for drills?
Teleports are alright, I'm going to work more on tossing them out. I like to use a character's full movelist, regardless of how limited use a special move might have. Speaking of which, I've actually found myself using 623A as anti-air ocassionally, because it only hits once, and if you counter-hit, it's a launcher.
More daily.