So, I play Souki/Saki right now. I might make a video to show some of my tricks and findings, but here’s one you all should know:
In the corner, A, B, 2B, 5C, pause, 3C > air combo seems to be her best damage in the corner without assist, 22C, unblock shot or meter. With an assist, however, you can do the above, except time your assist to hit after 5C. During the hitstun from this, you can load a 22C shot to continue the combo further, so it looks like:
A, B, 5C > assist/22C > launch > air combo to 22C shot > dash > launch to air combo again. I saw that Justin posted a combo with the 236 super after a 22C air combo, but I really don’t think that’s worth it at all. There’s a better, more damaging option than using that move in most situations.
Also interesting and possible is that air grenade combos off of normal air C at certain heights and distances, which can then be combo’d off of. I’ve been trying my best to find legitimate uses for 22A as well, but it seems that 22B/C are still going to be the ammunition types of choice. Shotgun on normal block does push quite far back however and at point blank, it combos into command grab. 22A shot does the most raw damage as well, but this doesn’t amount to much since it has so little potential for combos and requires certain spacing for all the hits to connect.