Lemme just get this out there: using B2D3 over and over again like SonicFox managed to do at TFC is NOT OPTIMAL. You're only really abusing people who don't know how to block/punish Batgirl strings.
B2D3 itself is -6 and leaves BG point blank
B2D3 BF3 has a 9 frame gap that's easily punishable.
B2D3 does not offer any additional setups that 111 doesn't already do and does 1% less damage. That's not much, but hey.
I take that back. At +30 B2D3 DOES allow a F3 attempt in the corner without fear of reprisal... however a 29 frame overhead gets blocked a lot.
As people have stated, b2d3 and then JI2 DOES NOT CROSS UP. It will only "cross up" if the opponent isn't attempting to block any direction. If they hold EITHER direction, they will block it.
This gives them a free pushblock.
So let's review. You got them in Bola. You Jump in 2
111 - Standard ender, leaves them close.
21 - This sets up JI3 as a cross up/non cross up depending on your stance compared to theirs.
B2D3 gives you 9 more frames of advantage to do something with at cost of 1%
12 B2- Hard knockdown far
12 B3 Hard knockdown close.
JI 3 instead F21 DF2 MB F21 DB2U Max damage if you want to do it at this point.
After your selected ender
B12- -2 and not punishable. Against some characters, DF2 afterwards is a decent risk.
B2U3- -7 and has pushback. Punishable by certain characters.
B2D3- BF3 Needs meter to do any kind of combo. -6 by itself. Gap when canceling to DF3.
B1 BF3- True Blockstring, needs meter to convert to combo.
B2D3- MBF3- bounce cancel. Costs two meters, but very unlikely they block the first couple of times that they see this.