So from what I've seen of Crow, a big problem for many was finding the right ender to ensure that you can at least continue the pressure on some characters; his command grab leaves them too far for much other than f2 to connect, and his splat knockdowns aren't the best. So as I was trying to figure out how to fix this, I stumbled upon his bf1 chain grab.
Mainly, you can't tech roll it and they get pulled back toward Crow. This alone provides him with much better oki options, some of which can be pretty suffocating to some characters with weaker options for getting up.
The cool thing is it works off of both Spin Cycle and Fear-Ferno starters
But, of course, d2 can sometimes be prey to delayed getup (not too many characters, but some) as well as not quite catch all options. Luckily, f2 manages to cover a lot of ground where d2 doesn't.
This of course is not foolproof; every character can delay their wakeup attack a certain amount to fudge the timing of any meaty attacks, and obviously delayed getup is a thing too. But the idea is to put the idea (the FEARRRRRRR) into the opponent that they will have to get tricky on their getup in order to beat out these almost guaranteed options. This sequence can more or less loop with a hit-confirm or be block-confirmed into MB Reppuken, so it can be pretty stifling if you get a full sequence going on characters with less than stellar getup options.