I would really like someone to give an opinion and put some time into the corner setup I posted last week (I'll copy and paste below) to help me flush it out. In the Aquaman matchup, ideally you want j3 setups on wakeup if he has a stored up trait to make it useless if he gets hit. Midscreen, 122/low whip setups can be dashed out of but in the corner this is not the case. This is extra good against Aquaman because his wakeup game is pretty weak and if he does wakeup, you can definitely block and possibly punish. Anyways, here is the setup:
"Right after the 1f2 connects, you need to jump forward instantly. The j3 timing is also kinda strict but it needs to be when your opponent's knees touch the ground. If you jump instantly, it lands in the front (and holding forward does NOT block this). If you delay the jump at all, it lands on the other side."
The more I test it, the more random of results it gets. These have been my findings so far:
*This will sometimes hit in the front and sometimes in the back. In both these instances, you land in front regardless of if the opponent needs to hold forward or back to block.
CONCLUSION: The timing of your j3 will alter which side your attack hits.
* Some wakeups gets stuffed but the faster ones (~16 frames or less) will come out. Now here is where it gets wonky. When recording the opponent to wakeup with ones of these attacks, you will land in the corner and your opponent's wakeup will normally reverse (sometimes will hit you). However, testing this out myself, you don't always get these results. Take Aquaman for example. The input for Trident Rush is df1 and Trident Scoop is db1. When a human wakes up with df1 against this setup, either:
1) Trident Rush could wiff midscreen (full combo punish)
2)Trident Rush could hit you in corner (which you can block but still very bad)
3)Trident Scoop could hit you in the corner (which you can block and punish)
CONCLUSION: Your timing on the j3 partially determines the wakeup, as does when your opponent presses wakeup. If your opponent is mashing wakeup, they will most likely get result 1) where as a delayed wakeup at the end of this window would give result 4).
THIS IS WHERE I NEED YOUR HELP. If you can manipulate the timing somehow to make it always wiff, this setup becomes extremely scary.
*You can block after the j3 for wakeups 10 frames < x < 17 frames, (sorry I do not know the exact number). For all wakeups quicker than that, you can empty jump and punish any wakeup (although you will put yourself in the corner which may not be advantageous if you guess wrong and they decide not to wake up with a move).
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Sorry I do not have any way to record this. I know this is probably hard to understand without a visual but if you have any questions I can try to explain it.