Also, 6K is actually pretty good for wakeup situations involving rollers. For example, the WR K wakes he spoke of. If you nail someone with that and do 6K immediately, any rolls they attempt will be snuffed and you'll get a decent chunk of damage off the ground (they don't have an option to tech to the side after WR K). Of course they can block it and punish you, but then you're making them stand up into your throws, 3A+B or 2B+K.
this.
Bad things about 6K:
Fairly to pretty unsafe depending on matchup.
Good things about 6K:
Vert GIs (pretty minor IMO)
Simple execution.
Fast enough to punish whiffs on step/walk.
Mid.
Launches on normal hit (no tip dependency, no worrying about it being crouched under unlike 6A,K).
Hits on the ground for solid ground damage and very difficult/impossible to roll depending on the situation.
For Mina, what more can you ask for? If you can't space a backdash 3B, lure someone with 44B, or are too close to wsB launch, this is what you use. No tip shenanigans needed here, no worries about someone ducking under a second hit because they were crouching/TC when you punished them, simple execution so it comes out quick for whiffs up close when you need it, hits on the ground solidly and is the hardest move for the opponent to roll. It makes people stand up and Mina wants that. If you wake with this move enough and people start standing up, you have the other safer options as listed above to choose from. It's also worth noting how people are punishing you if they do block it under pressure. If they're only hitting you with B,B then the risk/reward makes it more than worth using since it covers all options but standing guard. Just make sure you're using it after important knockdowns (like wsK or 3A+B) so that they have to choose standing guard or get hit grounded/airborne or launched.
Other bonuses of this move include:
Tech trap launches to all but one side after tip FC1K,K (if they go to that particular side it hits once as they stand but doesn't launch, still not bad).
Free after off-axis 11K.
Free after non-tip 11B.
Great on the wall as well, don't have to worry about tip 3B launching on the wall to get big damage:
Low wall hit 6K; 4A+B,A+B
Low wall hit 6K; 3K,K; ender of choice
High wall hit 6K; 6A+B; 66K,K,K; 6B+K; 33K,B; setup of choice
Also, because it's difficult to roll, you can opt for 6K after any crumple stun (such as after a stunned 3K,K or 6B+K) and delay it. If you delay it right and the opponent taps guard (or pretty much does anything but commit to laying on the ground) it'll double hit on the ground and won't scale, which pretty much beefs her damage to the 70s on CH 4K,B or CH 66K,K,K. It's also a good option after any launch that ends in 33K,B and makes them guess between this or waking into wsK wakes.
Last note about this move is to be careful if you normal launch with it off-axis, specifically if they're a bit too far on Mina's right. Almost everything will whiff as a juggle ender except 3B (43 damage I believe?). I haven't found anything better, but if anyone does know then I'm all ears.
I guess that's it about 6K. As far as Yun CR punishing goes, Khent makes a good point about punishing with pogo. Pretty good idea, might have to make an adjustment regarding that.
-Hatman