Robotecks: as a veteran gief player, 360 motions apply to me too, basically, like everyone else said, don’t mash that 360 every time, if you are getting beat up in a combo, go ahead as its pretty much the only thing you can do, but when you’re waking up, don’t 90% of players can see a wake up SPD coming a mile away and jump up to punish you.
Second, don’t dive everytime you jump; the move is clearly unsafe, as what happened when it was blocked, your opponent is basically guaranteed a big juicy combo on you. Only use it to close distance after you have done a heavy SPD, and even then you have to do it IMMEDIATELY, fraction of a second later and your opponent will get up in time and can punish.
Third, don’t be scared to mash that 360 a bit faster; the amount of times you missed out on doing an ultra, and instead doing a regular SPD costed you in the dahlsim match. Use the 3-punch button. You might be called a “1 button wonder” but its definitely the most useful button for grapplers i find, lol.
Fourth, I don’t know if you are already doing this, but for antiair always use his DP, it has insanely good priority and worst case scenario it will trade, it almost never loses.
And last, learn how to do a standing 360, empty jumping about and buffering 360 is a dead giveaway to any smart opponent that you are trying to throw them, if you can do a standing 360 it REALLY helps and throws your enemy off, as they are now going to have to guess when you are going to throw, or if you are faking them out, so if they jump you can DP. (this is called mixing up).
If you are going for a crossup, use his belly splash (down hard punch in air) it has excellent priority, and it is difficult to tell if its going to cross up or not because of the wierd hittbox.
For poking, his crouching hard punch is surprisingly good; it doesn’t look it, but it actually has some mad range, and is also a great antiair, but you need to time it, whereas with DP you can just mash it whenever… you are probably better off with DP tbh.