3 posts in a row! Wow this thread is so hectic!
After some more fooling around, here is some information concerning the air bladekicks.
RH version: slowest startup, quickest kicks (can hit more in shortest time), does 100 per hit.
MK version: medium startup, medium speed kicks, does 100,200 per hit… 1st hit is 100, 2nd hit is 200, 3rd hit is 100, 4th hit is 200, etc.
LK version: fastest startup, slowest speed kicks, does 200 per hit.
Most importantly, if they are in knockdown state (falling on their back after a special) you can always juggle with the air bladekicks! Providing you can reach them in time.
Maximun juggle hits after knockdown is 3. If you catch them during a jump, the first hit is knockdown, then you get 3 more which = 4. After shoulder check (or other knockdown), you get 3 hits. So the speed of the kicks really isn’t an issue besides during CC. I’m probably going to always use LK version outside of CC from now on if they’re airborne. It has the quickest startup and does the most damage! RH version gets 400 alltogether while LK gets 800. This is the only instance I can think of offhand in CVS2 where the lower strength special does the most damage. VS grounded opponents it’s hard to get a lot of hits with the LK version… but I dunno if it matters much because if you get 2 hits with LK version, that’s 400 damage. 4 hits with RH version is also 400 damage. meh.
The reason I couldn’t land it after the HP shoulder check in the corner was because I was trying the RH version… it starts up too slow and misses. You CAN land the RH air bladekicks after a max-range HP check because you recover quicker (or if you trade) But there really is no reason to NOT use the LK version because it does the most damage anyways. So anyway, if you’re interested, after you land a HP shoulder check in the corner you can tigerknee a LK air bladekicks for 3 more hits. Tigerknee away is easiest, but I prefer straight up to stay close.
I was thinking maybe I could end my CCs with it, but no dice… once CC runs out, i’ve already juggled them for LOTS of hits… way past my 3 hit limit.
Some more random junk… against crouching Sagat you can do instant jump towards LK overhead into lk bladekicks and it will all combo for like 1700 damage. You gotta cancel the j.short instantly though. Another thing to mess around with is crossup LK into air bladekicks. You have to do the motion the wrong way… a FB +K. Anyways, if you get the short high enough you can crossup with the bladekicks and even push you back to the front again. Nothing special, but fun to look at.
Unfortunately, I can’t seem to combo after a jump in air bladekicks. But I was able to block a Reversal tiger uppercut so it seems somewhat safe.