InFlames
dead
112~Tele(Behind) - The basic set up is 3d2, f23, f23, 112~tele, but it works at the end of most combos. The higher the gravity/sooner they hit the ground as you teleport the more likely you end up in the corner, so with set ups like 3d2, f23, f23, 112~d4, j2, 112~tele it's difficult to keep them in the corner. After you've teleported it always looks like you're in the corner until the second you hit buttons or until they stand. This can flip up their inputs and make it hard to block. There are a lot follow ups. 3d2 is a good follow up because there's a good chance any wake up they may have tried to do got messed up and it'll catch that and most other things they're trying to do before they can react to which side you're on. They can beat it by holding down, but the second hit's an overhead and will catch them if they're not fast and even if they block it you've still got all the mix ups and frame traps that come from it. It's also better to keep your Sword Trait to have a low mix-up after F2 or standing 3. Adding an MB Invisibility into the combo adds to the mind-games and allows for more mix-ups.
Ending in B13 - If the opponent does not tech-roll out of B13 you get the opportunity for an ambiguous cross up. Taking a slight step forward into J2 will cross them up and a normal J2 will not. You can also add in a Stance Switch after taking a step to make it harder for the opponent to know where you will land. Stance Switch also makes it easy to spot tech-rolls and start pressure. Adding an MB Invisibility to the combo gives you more options such as D1D4 as they will be blocking high expecting the J2. As far as I can tell it's not affected at all by gravity or what you do in the combo so you can basically tack this on to the end of whatever you want. More information about this is in this thread: http://www.testyourmight.com/threads/corner-bounce-cross-up-tech-for-multiple-characters-mmh-as-well.36412/
Also with these setups if you don't know where you're going to end up you can do F23 and it will auto-correct into B23 if you cross up, both strings are safe on block.
Godsmack Corner Reset - This cannot be back-dashed or jumped out of if timed right. They can tech roll, but it pushes them into the corner so it doesn't get them out. Mid GS reverses their wake up inputs, Close GS doesn't. Here are some follow up combos if you do MB Godsmack:
Close GS: MB GS-F23-F23-112
Mid GS: MB GS-B3-*dash under opponent*-F23-F23-112 (keeps opponent in corner)
F23 Cross Up - So far this only works off F3-F3 and is possibly either character or stage exclusive(or my timing just plain sucks). If you have the timing down you can start making your opponent respect it and be eager to wake-up. You can bait their wake-up with a f2 then block and punish.
Thoughts?
Mr Aquaman
Dislexsik
xInfra Deadx
WaywardStranger
DownfouralitY
@I'm pretty sure I forgot a lot of people