Oh word. I knew 236c was nerfed, but didn't realize all inv frames were removed altogether. Was the inv startup of 214c removed as well? LBS used to whore that shit out in staggered blockstrings when he saw any C normal and just utilized dash > be214b for free corner carry.
Is there enough time to whiff a normal and recover before they get up? Do you have enough time to do dash neutral jump-in meaty, and if so, can you whiff the jump-in and land before they wakeup? Can you meaty overhead (be5c or 623b)? Can you safely step back and ambiguously evade roll for a which-way? I dunno man, get creative and test shit out to see exactly how much time you have and what you can do with it (or watch some high level jp miyako and xcopy, lol).
For MBAA F Miyako, there wasn't a whole ton of convincing mixup she could run after her j.421c elbow knockdown. In the corner you had exactly enough time to whiff a 5b or 2b and recover before most characters (aka not ryougi) finished wakeup recovery.
This means that at the basic level your options were:
-meaty 5b/2b
-throw
-whiff 5b/2b > 2a
-whiff 5b/2b > throw
-whiff 5b/2b > bait reversal
If the opponent started getting intimidated and turtling up, you could throw out less safe options that had more convincing mixup, but even then her options were kind of weak. Her best non-IH mixup was probably like deep 9j.c vs 22c vs 9j.empty for ambiguous high/low/throw and anyone could just mash the fuck out of that. Most of the time you only had that basic shit to rely on.
But don't get me wrong! There is strength in the basic triad of meaty/throw/whiff universal oki mixup.
-Mixing up between meaty 5b and 2b forces them to think about whether to shield high or low, beats any non-reversal, and enforces the desire to reversal.
-Whiffing 5b or 2b gives enough time to bait out reversals (block/shield/etc) and punish, while still giving you enough time to mash 2a into pressure or punish wakeup mashing, thereby reinforcing the illusion that nothing is safe (which encourages turtling).
-Throwing (especially after whiff) beats out anyone turtling up and leads into a free combo, enforcing the desire to mash out or jump out.
It covers most wake-up options and allows you to lead your opponent into abusable thought patterns. If there's enough okizeme time to mix it up further, that's awesome. If there isn't enough time, at least this basic mixup can be utilized to keep your all-important momentum. This should apply just as well to C Miyako, despite 2b not being low, but you'd have to test it out to be certain.