Anyway, I'm expirimenting with different ways to use the 2,2,D+1 hard-to-block setup.
As it turns out, you can make it so the D+1 overhead hits AFTER the mine, or slightly more before the mine, depending on the starter.
A b13, gravpull, b3, j2, b2, BGB, grav-mine, 2,2,D+1 causes pretty much the optimum "Earthshake" effect. Where the low and overhead happen almost at the EXACT same time, 2 frames apart at most. An f2 starter, however, changes up the timing in an odd way- unfortunately, it will make it so the 2,2,d+1 will actually launch the enemy OVER the mine.
There are also other ways to mix it up, such as cancel 2,2, into corp charge. The startup difference between a d+1 ender for 22 and a corp-charge cancel is pretty substantial, so if they are expecting the d+1 at the end instead of Corp Charge, the won't block the mine in time either