Yes please
lol I was mostly bluffing.
basically, the formula is to end combos with b233
I haven't played this game since Summer Jam but let me see if I can remember off the top of my head...
If you go to training mode and leave the opponent where the start, you can jump over them (so you are now on P2 side) and do the following combo:
b13, trait, EX Lift, late j2, b233
If they tech roll at the end it should put them roughly one character space from the corner, maybe a tiny bit more.
If you leave a character at training mode start and push them TWICE by dashing into them, you can then jump over them and do the following combo:
223, EX Rocket, b3, late j2, b233 and it should put them in roughly the same spot, one character space from the corner if they tech roll.
The trick is closing the distance because now even though their back is to the corner you're a full screen away. If they DON'T tech roll, you can get a turbine whiff. If they DO tech roll, you can get about 1 and 1/2 dashes. What this means is that if you do a single dash and begin to walk forward you will have advantage. If you do two dashes, you'll be closer but will be at disadvantage by the time your second dash recovers.
I had other variations of this combo for different starters but I forget what they were...