I have had some lab time today and I am quite content with the outcome. I am still not convinced that 112 1+3 is the way to go. However I have found quite a few other hard knockdowns that provide plenty of plus frames on hit. Besides these set-ups leave you at a great range to follow up with j2/j3 (= they catch Superman's backdash and happen to be cross-ups against opponent that just stand up right away):
i.) 11-db2 (mb), b3, j2, j1, d3.
ii.) 11-db2 (mb), b3, j2, d2-df3, 33-df3.
iii.) 11-db2 (mb), b3, j2, walk forward, d2-df3-d3.
All these setups provide pretty similar damage. However only some of them change sides, so if you like to have your opponent towards the corner (like I do), you might want to vary.
Besides a level 1 trait on an airborne opponent provides plenty of plusframes too. It can be tech-rolled though. I did:
iv.) Trait (level 3), dash, j2, 11~db2 (mb), b3, j2, j2, 11-trait.
I haven't tested how these setups work against wake-ups though. I am positive that they might be no worse than 112 1+3. However plenty of cartwheels (see setup no ii.) might mess with wake-up inputs.
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Besides I suggest that you look up my new combo in the other thread. I guess, most of you don't even know that you can do bf2 (mb) and hold forward to do a cross-up. I was surprised myself when this happened to me by accident. This leads to optimized damage and many new mix-up options, especially with j3 (that hits behind Black Canary).
So this is a lot of new stuff and I am excited where we go from here...