# 236B (air hit)

236B air hit:

This is pretty useful since you can side switch and do DP safe mix ups with it.

236B pull in can also be used as a oki tool too, since air 236B forces your opponent to ground slide towards you, you can use 236D while Koro is running toward you to create a sandwich situation. You input 236D here and you neutral jump and the dog will actually push them under you. you can j.A or empty jump low here and its safe. If you want to get greedy you can air turn air dash for that but that can lose to mash.

236B pull in and you IAD, your opponent techs and their standing hitbox prevents you from crossing up even though it looks like it should cross up and you get a j.A/j.B or a empty landing mix up.

236B pull in and you jump forward and 2C this is actually the weakest mix up because it rely on your opponent teching normally. You jump over your opponent to have the dog 2C cross up if they block do j.B or land 2A/2B If the 2C hits use 5A/2B to pick it up and get a combo.
