1.) The best followup for a midscreen command grab without meter is standing HS (link to crouch HS if possible) and then aircombo with j.S, JC dj.S -> Volcanic Viper. With a quarter meter, you can do Gun Flame -> FRC, Bandit Bringer, dash j.D, D (JC and do dj.D if you aren’t at the corner yet), then Dloop.
2.) You can get 5 or 6 sets of j.D, D in #R. You can interchange this with sets of j.D, JC dj.S-D, or dash j.D, JC dj.D, D. The only real way to determine what’s allowed is to experiment.
3.) The FRC is 3 frames later. I usually hit the cancel a split-second later, just as I see the projectile start (instead of the instant the sword hits the ground). Best way to learn is to go into training mode and practice with the input display on until you get it down.
Dlooping in #R is pretty much the same, it’s just that you can’t use hj.D, D sets very much (you can usually only get one of these in at the start, then you have to use other sets). You have to concentrate on using j.D, D sets. They’re actually fairly easy and with a little practice, you’ll be Dlooping again in no time. There’s really no “new” method.
4.) Some dirty tricks:
You can do the combo I listed above with the command grab (the Gun Flame combo) from a counterhit sweep. Not only is CH sweep quite easy to set up, but you can get them cornered and do Dloops on them from up to 3/4 screen away with this combo. Very nasty.
Gun Flame Feint is WAY faster now. You can use it as a string ender for interesting options.
There’s not much else to it. Sol’s not that different, it’s just a matter of learning the few differences and improvising.