EDIT: cleaned up formatting, updated language for consistency / readability, added damage info, and added video example for reference.
NOTE: this was tested assuming the opponent is entirely in the corner, not stepped away from it. It should work if they're only a little bit away from the corner as you do a forward JIK as part of it, but testing of distance still needs to be done.
Beetle / Widow's Kiss corner setup obtained.. sorta.
Kiss amp -> Beetle -> JIK (while in the falling part of your jump arc) -> 2xxBeetle -> NJP1 -> F13 -> hit confirm into whatever. If you have another bar, you can proceed to loop this with a hit confirm of Widow's Kiss into another setup.
-Beats forward roll as it eats NJP1 every time. As noted above, you need to throw out the NJP1 quickly or it won't punish
-Beats U3s as they ignore the Beetle but get punished by NJP1.
See notable exceptions below
-Beats U2s as they eat the Beetle and the NJP1.
See notable exceptions below
-"Loses" to delayed wakeup as that avoids the Beetle. Potentially still enforces pressure with the NJP1, but it can be anti-air'd or flawless blocked if they're on their toes. This is the only consistent defensive option.
Assuming a F13 starter and either the Beetle or the jump 1 hits, you're looking at 24-28% damage per setup (excluding any chip after the setup). As mentioned above, the setup easily loops into itself if you have another bar which leads to another 24-31%. This means comboing into the setup takes ~1/4 of the opponent's life followed immediately by one of four things:
(1)A combo punish of their wakeup for an easy 16-24% depending on ending special and if their wakeup got hit by the bug
(2)A hard-to-blockable setup that, if successful, leads to a 20-24% damage combo (16-20% + 1.8% chip from beetle if they successfully block the bug)
(3)Either of the above but hit confirmed into another Widow's Kiss for yet another 24-28% damage and another setup. That's ~1/2 of the opponent's life gone and they now get to eat a wakeup punish, HTB, or pressure
(4)Combo off or pressure with NJP1 if they delayed wakeup. Immediately combo if they got hit or begin Katipo Rush pressure shenanigans if blocked
So assuming a best case scenario where you have two bars and lead into the first setup via a F13 hit confirm, get two U2 wakeup punishes with the setups so they eat the beetle, and use Widow's Kiss as the ender for the final combo to maximize damage: ~27% (276.38) one-bar starter combo to get first setup + ~31% (312.18) one-bar combo after first setup punish + ~24% (246.74) meterless combo after second setup punish for a total of ~83% (835.30) of their life.
Guaranteed to Eat It
Baraka
Cassie
D'Vorah
Frost
Jacqui
Jax
Joker
Kano
Kollector
Kotal Kahn
Mileena
Nightwolf
Noob Saibot
Rambo
Robocop
Sindel
Spawn
Sub-Zero
Johnny
(see U3 note below)
Kabal
(see U3 note below)
Kung Lao
(see U3 note below)
Scorpion
(see U3 note below)
Skarlet
(see U3 note below)
Cetrion
(see U2 note below)
Geras
(see U2 note below)
Raiden
(see U2 note below)
Rain
(see U2 note below)
Sheeva
(see U2 note below)
Notable U3s
Johnny: advances so NJP1 whiffs. Have to use NJK
Kabal: has a very large upward hitbox so timing needs to be pretty on point. I advise doing jump back 1 -> F22 instead of NJP1 -> F13
Kung Lao: still works, but you need to delay your NJP1 or it'll whiff as he has a low hitbox during recovery
Scorpion: advances and recovers fast enough that NJP1 doesn't punish. Have to use NJK
Skarlet: 9f startup with 2f active. Timing needs to be pretty on point
Notable U2s
Cetrion: 8f startup with a large upward hitbox and early active frames, but doesn't hit very far forward. Use jump back 1 -> F22 instead of NJP1 -> F13
Geras: 9f startup so timing needs to be on point.
Raiden: 9f startup so timing needs to be on point, but doesn't hit very far forward. Use jump back 1 -> F22 instead of NJP1 -> F13
Rain: advances. Nothing whiffs, but just be aware for input purposes as it advances far enough to swap sides
Sheeva: 8f startup that trades with bug unless your timing is flawless, but doesn't hit very far forward. Use jump back 1 -> F22 instead of NJP1 -> F13
Loses / Trades / Frame Perfect
Sonya U2 - Loses: 8f startup and teleports her a step forward as it starts so it avoids the bug a vast majority of the time and hits D'Vorah every time (jump back doesn't work either)
Fujin U2 - Trades: 10f startup and is active super early with a massive hitbox everywhere in front of Fujin. Appears to only ever trade.
Terminator U2 - Trades: 8f startup and is active super early with a massive hitbox everywhere in front of Term. Appears to only ever trade.
Erron Black U3 - Frame Perfect: 8f startup with a massive hitbox everywhere in front of Erron. Timing has to be flawless or it will just trade
Kitana U2 - Frame Perfect: 8f startup with a massive hitbox everywhere in front of Kitana. Timing has to be flawless or it will just trade
Liu Kang U2 - Frame Perfect: 8f startup with a massive hitbox everywhere in front of Liu. Timing has to be flawless or it will just trade
Shang Tsung U2 - Frame Perfect: 8f startup with a massive hitbox everywhere in front of Shang. Timing has to be flawless or it will just trade
If they don't do any wakeup, it's a hard-to-blockable. However, it's also a consistent HTB that's low -> OH every time from what I've seen so far. There's no way based on timing to get the order of the low/OH to change so a knowledgeable opponent can learn and read it. However, it's a pretty damn fast HTB and the setup allows for alterations based on whether you think they're going to do a wakeup.
Here it is in action on Geras. Accidentally fucked the Beetle input on the delayed wakeup piece, but it's the same outcome either way.