Few quick notes on X zoning and approaching:
 His Buster Light Punch follow-up (the forward dash) has a long recovery normally. You can cancel its recovery early with a special move, or a jump. This makes it possible to do things like buster -> dash -> buster -> dash -> buster -> dash -> lp, combo, starting from full screen.
 You can also charge the buster slightly for a series of L2 busters as you move in.
 Or you can throw two busters then air dash into them or past them… shenanigans.
 Buster, dash, jump cancel, airdash back air buster, land buster… pretty good spam at different heights.
 His Buster Light Kick follow-up (the backwards hop) also has a long recovery. It can’t be jump canceled, but it can be special canceled. This makes something like buster -> backdash -> buster possible, or buster -> backdash -> slicer.
 His hyper buster is pretty great for punishing tag spam. Unlike beam supers where the character sits there for 5+ seconds, he gets out relatively quickly. It also doesn’t totally ruin the resulting combo with scaling.