not sure if you know this, but if you land Hover B against an advancing opponent (where they end up behind you on hit), you get a full BT A+B combo on them. there were a few instances against X where you could have landed this.
well, at least you've got a benchmark in these vids.
Halister, or anyone for that matter, what is your opinion on 8_9A? i think you used it one or twice in all these matches. i personally prefer this move over 9B for a couple of reasons: safe and knocks down, can bait whiffs on block, slower than most of her moves (adds variety, prevents/stuffs GI), and tracks better. 9B comes out faster though, and hits crouching easier (9A has a somewhat finicky hitbox).
it's ok against certain characters like Yoshi where it will hit all sorts of hit stuff, and it's not bad to throw out there, but I like 9B. I'm a bigger fan of leaving them on their feet with advantage so I can rush them down some more. I don't like KD and playing Oki games with SC4 Taki.
I use 9B as my primary jump move, 9KKK and 9A as secondaries for a change of pace.
you basically input the 6 on hit of A, it becomes a 10-frame three hit combo. normal or counter hit on standing or crouching opponents causes them to crumble at your feet. i don't think anything's guaranteed after.
it's great after 22B since it makes the combo really strong.
also it can ring out really far during an A+B or 6A+B combo. like, really far. you might be able to time the regular A6 to do this too, though.
same punishability and WR options.
Ideally if 3KK connects windroll B will usually beat out any attempt to counter attack. If you think they will block the WR B then WR grab them. But if they block 3KK, they can easily interrupt WR with a fast low or mid - the thing is people tend to freeze even when blocking 3KK so WR B/WR grab mixup can continue.
Detailed 3KK mixup explanation is in the Taki study - check it out.