- 41236B > 421A
- 41236B > j.236A
- 41236B > 236236B
- j.C/j.D > 236A xx 236D (alternatively you can use 236AD 236D if you want to prevent an accidental special move like Active Tupon from coming out)
- (meaty) cl.D > 236A xx 236D (common setups are after a D throw in the corner or an air-to-air j.C either in the corner or midscreen)
- 421A > 5B or 2D (OTG that works best near the corner after a counter hit 421A that causes the opponent to spin and unable to tech roll)