So I've been recently testing on how to make 4B, 3B+K, 66A+B, Deathcopter, etc. knockdowns more dangerous.
Delayed 3B.
Delayed 3B is something that we should consider. I have tested this out against all characters (a tedious task), but I would like someone else to try it to see if I'm completely wrong and if I wasted a bunch of time.
First I did some tests to see how many characters can avoid Deathcopter in a standard 3B a:B+K combo with a back ukemi. The results were rather inconsistent for me, as some characters got hit and sometimes they didn't. It seemed that when I held the back button and I teched back, some characters would avoid Deathcopter. When I didn't press back, those characters got hit. The level of inconsistency when I did it is rather annoying, so please correct me if I'm wrong:
Characters who get hit by Deathcopter through a back ukemi:
Patroklos
Leixia
Natsu
Viola
Xiba
Mitsurugi
Maxi
Alpha Patroklos
Pyrrha Omega
Characters who avoid Deathcopter through a back ukemi:
Z.W.E.I.
Ezio
Pyrrha
Siegfried
Hilde
Ivy
Cervantes
Aeon
Nightmare
Yoshimitsu
Voldo
Astaroth
Inconsistent:
Raphael
Tira
Maxi
Algol
I'm sure my results are incorrect, so please correct my mistakes.
With this in mind, Yoshi is completely open when an opponent avoids Deathcopter after a back tech and can suffer huge damage. 66A+B is our back tech catcher.
66A+B Tech Traps (In these scenarios, you will be on the left side; opponent on the right)
*These are done from default distances. You would want to connect as close as possible.
*66A+B is replaceable with 4B, 3B+K and other knockdowns that enable ukemi.
I tried to find some meterless options after a successful 66A+B hit. We have 3B and 4B as our heavy damage options.
66A+B delayed 3B should be implemented if you can get the timing down. It will still connect as a combo if they don't tech, and it will hit if they tech (If you are on the first player side, it will connect and launch if they tech away from the screen. If you are on the second player side, it will connect and launch if they tech towards the screen).
Z.W.E.I., Siegfried, Nightmare and Astaroth will get caught by 3B in all tech directions. Everyone else can avoid it by teching towards towards the screen.
Then we have 66A+B 4B to account for those who really want to tech and avoid the delayed 3B tech trap.
4B (no delay) right after 66A+B will catch those who tech towards the screen. So we have delayed 3B for people who tech away from the screen and 4B who tech towards the screen. 4B will hit all tech directions on these characters:
Patroklos, Z.W.E.I., Leixia, Natsu, Ezio, Raphael, Pyrrha, Xiba, Ivy, Aeon, Tira, Nightmare, Maxi, Astaroth, Algol and Pyrrha Omega.
However, if the opponent decides to just stand up, 4B will whiff and you'll be at -14. We can mix it up with FC 3K, throws, etc. if the opponent does not want to tech.
Combos
With this information, we can create some bizarre combos. For example:
66A+B > (tech) 4B > (tech) delayed 3B > a:B+K
3B > a:B+K > 66A+B (if they teched back) > delayed 3B > a:B+K
3B > a:B+K > Deathcopter (if they tech) > delayed 3B > a:B+K
4B > 4B (tech traps into itself, however they will not be knocked down. You are at +1 if they back tech, +2 if they front tech).
Deathcopter > Deathcopter (if they back teched. Again, they will not be knocked down since you can't seem to use the same knock down in the combo. You are at +9 on hit)
3B > a:B+K > 66A+B (back tech) > delayed 3B a:B+K > 66A+B (back tech) (same premise, you are at -6)
66A+B > delayed 3B > a:B+K
With these options you'll want the opponent to be discouraged from teching. You are then able to do whatever you want. FC 3K, throws, guard damage, etc.
On another note, if Patroklos uses 1K and follows up with an immediate BB, you can avoid the first B by doing nothing and punish him before the second B connects. I would only recommend this if you have some next level mind reading skills.
*I have the data in a crude Microsoft Excel document. I can send it to those who want to test this.