I've got a new set up for you guys to try
112~d4, ji2, b23, f12 (35%) close mb GS
f12 is an untechable knockdown, just like b23. However, it doesn't have as much advantage as b23 so they aren't quite as locked down into your GS. Lots of wake ups will get them out. Also, they can just jump out.
It has some advantages though.
The first obvious ones are that it's not being patched out and it does more damage. Ending in b23 sacrifices a lot of damage and it's already been confirmed that the untechable knockdown is going away in the first patch. This avoids both those issues.
The other advantage is the spacing. This leaves you spaced for a cross up. An untechable knockdown in range for a cross up is a really good set up on it's own and this one has the advantage if they go to jump as they get up(like they would to get away from your GS) you can catch them for a full combo before they leave the ground.
Instead of going for cross up you can also pretty easily stand back and whiff punish a wake up, throw a meaty fireball, back up and start zoning, or activate your trait(and cancel or throw it depending on their reaction).
Also, I don't know about applications of this but depending on the character(it works on Superman, it doesn't work on Flash. I haven't test enough to see how much of the cast it works on) and the height the f12 hits you can use both close and mid GS to launch them(ie you can do b23, f12 close GS or b23, f12 mid GS and either one will connect). The spacing can be weird so you might have to mess with your combos, but you can definitely get decent damage off either one. I don't know if this creates some kind of useful or viable mix up, but at the very least it might be useful to mindfuck your opponent or catch certain wake up attacks.