Hey all, found what seems to be an Ambiguous Crossup Corner setup.
This is still an early work in progress and needs to be refined. Any further testing would be appreciated.
End a juggle into cartwheel, and jump. From my experience it seems that:
-Jump 1 hits in front
-Jump 2 hits behind (crosses up)
This concept also works on block. If the opponent is blocking, cancel your string into cartwheel then jump.
So far this doesn't seem to work on Supergirl as Jump 1 and Jump 2 seem to always hit behind though she can escape this easily with her rising punch on wakeup. Many others can escape this easily with certain movements, invincible wakeups, etc. Perhaps restanding the opponent and trying it out could be looked into or maybe if they're stunned with a Level 2 Scream if a cartwheel can set this up.
You can layer this further by going for Jump 1 which hits in front and cancelling it into her overhead flip which will crossup if blocked, and combo if hit (last clip in the video). So they'd have to block 2 directions, if they read that you are going to cancel into that flip or not.
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