I'll do that tomorrow, I need to sleep. Good shit though
Like I'm doing it to MMH.
He is pushing in my direction, but then flips around. Likewise when people are blocking, they look like they aren't getting crossed-up (their character models are facing towards the front) but the moment its about to hit they flip around.
Its like a cross-up, but it can be not a cross up. I found some funny stuff, namely Scorpion's flipkick will trade (in your favour) and his teleport punch will actually put him right back in the corner.
Shazam will have to do an eluding to get out, but depending on the move you do (say, doing a f.2.d instead of a jump splash) will cause him to stay in the corner. Also oddly enough, Bane can't jump backwards after doing this to a character like Shazam who has a persistant hurtbox while moving back.
You can make Lex charge the corner and whiff under you (considering the huge hitbox that's really good) and you can punish him for a full combo afterwards.
Lets take Batgirl for example.
Doing a 113 into sweep, then dash n.j. (slight delay) j.d.3 will stuff batwheel out of the gate (full combo) AND hit her out of smokebomb.
Dashing out is also difficult, namely because of the cross-up/non-CU nature of the move. I've yet to figure out why, but sometimes the move crosses up while other times it doesn't. This means an opponent trying to mash out a dash will end up with double reversed controls within a short part of the move (which causes the wake-up problems) and may cause the opponent to actually forward-dash into your attack resulting in a free combo and more corner pressure.
From what I've seen thus far, the opponent's cross-up or non cross-up is stance specific, though it seems the game is picky about which one is and isn't. From what I can tell, its the stance opposite whatever the match starts in. Now while this sounds odd, to put it in perspective this is only when blocking/dashing is concerned. For example, an opponent will always have their wake-up move reversed using this. The main benefit comes in that certain moves (when input correctly given the double control flip) will hit in one stance and whiff in the other. One such example is Flash's Flying Uppercut. In one stance, he will tag you on the noggin for 7%, however in the other you float down next to him and get to abuse the whiff for a full combo punish. However his other wake-up, being the flying charge, will always be reversed in the corner and fully punishable.
Now while certain characters like Shazam and Deathstroke have ways out of it (given they do the proper directions), certain other characters do not such as Lex Luthor (who is incapable or dashing out at all due to his laggy dash and huge hurtbox, and whose charge gets reversed and beaten out) and Lobo (whose wake-ups get reversed and whose grab is too low and angled to hit Bane's jump arc).
Characters like Ares and Zatanna who depend on multiple inputs to do the proper teleport will possibly have trouble against this on account of the quick flipping controls. Other characters like Hawkgirl and Batgirl (as previously stated) require certain timings but those timings are mostly universal within that one character.
Certain characters like Scorpion will be able to do an anti-air but it'll trade in your favour, other like Bane won't be affected at all due to the armor and hitbox but can be abused more for incorrectly input attacks.
I'm looking into a lot of moves, but for the hard knockdowns I've found sweep and to some extent f.2.d.3 are the best options for doing this, with sweep being the most reliable for the multiple control flip as well as the reversed wake-up directions.