Yyyooo... Guys I think I found gold. B1d3 is SUPER PLUS on hit if you cancel into trait; they can't jump, armor, or anything so this means we can get a guaranteed throw or string mixup in the corner. You can even get a combo using MB db2 or keep them standing with a df1 but you're only at +7 on hit. If they block it then just don't cancel into trait and stay safe with giant pushback using db2 after b1d32.
It gets better. Since we have all that space to move around in, we can do a couple of things here:
1. Whiff punish the opponent with F2u3 if they try to throw out a normal.
2. anti air them with b2 or j1 if they try to jump out.
3. If they respect it then you can call an orb to trap them in the corner (perfect chance for a drain/healing orb) or go for a F3 and keep the pressure up.
Note 1: If you have trait out and they block b1d23, you're at -4 instead of -9 so the pressure game is even scarier since you can move a lot earlier.
Note 2: If you have even one ankh available, you can use it to cover yourself while putting out an orb, or use it to continue pressure. For example: F3, release ankh, F3, b1d23xxdb2 all jails on block. Keep in mind after they block the ankh, you can always go for a throw.
Note 3: Speaking of throws, I noticed there is an delay between 3 and db2 at the end of the string so you can always dash cancel an orb but they can throw you out of the dash. If you have an ankh available, you can release it while dashing to cover yourself.
Note 4: Push blocking is not an option for the opponent. Releasing an ankh on reaction or even a prediction on the push block punishes the opponent and they lose a bar. If they push block and you happen to have 2-3 ankhs, you can lock them down and get right back in.
So, how do you start this corner game? Here's a few examples:
1. If a combo is going to push the opponent in the corner, end the combo in b1d23/F2u3xx db1 so you have an orb on screen that the opponent will have to most likely block or delay wakeup to avoid. Doing so allows you to guarantee an ankh call or MB the orb for a corner trap.
2. If the opponent happens to already be cornered, the moment they block a F/B3, B1d23, or ankh means you can start the corner game.
Thanks
@Bruno-NeoSpace for the idea.