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Mid screen:
Fastest punish- 11 iceball, ice clone (You will be doing a lot of ice clones that won't come out in your comboes instead of a backdash becouse even if the clone doesn't come out you still get the meter for a speciall move), JIP, 214, Runup,1,123 slide/F12[for good knockdown... for corner pressure]
Secondary punish/JIP confirm(more dmg, slower) B12 iceball, Repeat the same combo as with 11 iceball.
The same combo goes for F4 iceball if you want a fast, good range but ballzy powk, B3 EX iceball if you want to commit, F33 iceball if you want to do it for whatever reason and raw iceball, or clone if they freeze standing or really any other move that comboes with iceball or EX iceball.
214 - Genuently don't remember the optimall stuff but thats probably coz you just do Runup 1,123 slide/F12[EX version is - Runup, B12 EX iceball, NJP, B12 slide]
Antiair punch- Exacly the same as 214.
Clone if they float - NJP,JIP, Runup 1,123 slide
B2- Runup F42 slide.
(Exery combo that ends in slide can be EX for bonus dmg ofcourse, in most cases thats the optimall damage for 1 bar, if its not then I wrote the optimall meterburn combo but I could be missing smthing)
Corner: [This is where the fun begins for GM]
if you iceball someone and your 214 launcher makes you reach the corner - NJP,JIP,JIP,1,F12.
214- B2,D1,B12 iceclone,NJP,JIP,F12
B2-B2 again, D1,D1,D1,B12 iceclone,NJP,JIP,F12
Hope this helped, if you need anything else or something here isn't clear then tell me.