Thanks, I think I may get overly cautious of using 5B as a starter, and since 6A is slower than 6C, I've been trying to phase out using it as an anti-air. Also, I could be wrong but...I don't think I did a single Thor the entire lobby? I'm not sure why, but using 2B as a poke and not something just in combos is taking some getting used to, even though I've come to see it's properties.
And holy hell that Kokonoe offense always gets me. I swear I can see that wrench overhead coming a mile away, yet my hands just go "nope". I still have to figure out dealing with the drill hammers too.
Like Aisight said, 6A does have head invul properties and it comes at a decent time, so it's suitable for anti airing. 6C doesn't have that, and the startup for 6C is for the first hit of it. The second hit (the projectile) comes out a bit later make it even slower. There's also the fact that in midscreen, you can't get a combo off of it while 6A can land you possibly 3-4k or so.
6C is damaging as a starter, but don't take the term too literal. You shouldn't be using them to start your offense. You can frame trap and do 6C. If they get hit, confirm off of it and get good damage. If they don't, gatling into 2C, giving you frame advantage, and try to get back in.
You'll want to poke with 2As or so and threat me that way. The higher you go up the chain A > B > C, the less options you'll have on resetting pressure.
There's also the fact that you can threaten the opponent with a high/low/throw if you're pressuring with A or B normals.