Lately, I have been trying to figure out jumping corner mixups that work on smaller characters. The problem is that their hitbox is so small, that they can hold forward on all jumping mixups and escape. So far I haven't found anything consistent but hoping fellow Catwoman players can get creative and help out her corner game.
Obviously, ending a combo with 1f2 is the optimal ender for a setup in the corner but you don't have too much time to work with. I once had a well timed forward jump 3 hit from the front that could not be blocked by walking forward but could not replicate it.
If you would like to try to figure something out yourself, I would also advise experimenting with ending combos with 2 f3 in the corner. You have much more time than any other ender and could try combinations of dashes, jumps, wiffed moves, ect to setup something tricky.
Of course you would have to sacrifice damage with f3 enders but would be well worth it for a true left/right mixups IMO. An example corner combo would be b12d3. dd3, 1, f3, f3.
EDIT:
So I figured it out. Right after the 1f2 connects, you need to jump forward instantly. The j3 timing is also kinda strict but it needs to be when your opponent's knees touch the ground (I swear that is the timing for just about everything lol). It works on Catwoman, Superman, and Lex so I assume the setup works on everybody. If you jump instantly, it lands in the front (and holding forward does NOT block this). If you delay the jump at all, it lands on the other side.