Thanks guys, I was aware it wasn't a jump cancel, but I use "jc" to annotate any point in a combo where you have to jump, force of habit I guess. The tip about the gravity really helped though, this is my first time with such a mechanism.
So another couple things, if you guys don't mind.
<1> What DO I do with Cheese Slicer? I'm hoarding meter right now solely for 623C in the corner, but I'm clueless on advanced meter combos midscreen.
<2> Likewise, is our meterless corner combo really 2C>214B>j.22>2C>214A? It seems kinda unrewarding considering the execution. Perhaps some super meaty 50/50 oki setup?
<3> I'm on netplay, and I actually have difficulty teching, such as after an invalid Ciel 214B>Hiero. In Blazblue, we mashed to tech, and that works fine in the air in this game. However, I am constantly plaqued by ground knockdowns and air-unblockables, both which should be more than easy to avoid.
<4> Does A mashing beat grabs in this game? Because grab oki seems stupidly effective for some reason.
EDIT:
2C 5BB 22C (3 hits) is braindead easy if you delay the 5BB enough. I guess you should just delay 5BB.
Even against Neco-Arc? Some characters in this game have stupid hitboxes.