Something I forgot to add, you could also do Imposter's teleport after an EX grab to bait wakeups as well as combo into mimicry.
I was going to say this is likely useless, as it's a neutral reset which means they can just crouch block and d2 the telport on reaction, but the frame data seems to be wrong here, as shinnok is clearly at some sort of advantage here.
Looks like at least +17, maybe +20. F2 jails doing the "block all, set to jump" practice method. Hell even mimic jails by that standard (20 startup?).
That said i'm not sure on the full frame data for IA teleport, but i cannot get a IA Front side teleport j2 to jail the same, which means they should be able to armor/wakeup out of it, and maybe even just crouch block and uppercut on reaction as feared. I haven't slept so someone more awake and with better execution needs to test.
Hopefully it does work, because otherwise you don't get a ton.
You can do for free(all tested with above method + jax set to reversal punch)
f22- safe on block
b1- safe on block
4- safe on block
b3- ONLY off the back throw EX, safe on block, and perfectly spaced for the 3 hellspark followup on block, which isn't always safe(not against jax for example) but at least is better than the 2
f3- safe on block
d4- safe on block
b2- not safe at all (and seriously, has anyone found a use for this move? is a it a no tech or no fast rise kd or something?)
Granted that's basically just a list of his "safe" normals. All of those however ARE negative, so unless you end in EX amulet you get nothing, so that's 2 bars to get more pressure, which we've discussed is sorta meh? Even worse EX amulet doesn't actually jail from stuff like f22, so there's a hole in the string. On the upside if they reversal you get a hit. On the downside if the meter reversal the armor eats you EX amulet and you take a hit. Not all of them have a hole (b3 might jail, more testing needed).
Some other good news in the hypothetical crouching jax scenario (which btw is not specific to jax. I just picked him because he was the first person i thought of with a good wakeup/reversal in dash punch. Anyone with that sort of ranged option, which is like half the cast, should pose a similar problem. Although more specific testing will be needed if anyone is feeling adventurous).
Properly space amulet strike is safe- non ex, needs to be near the end. Is high, but will hit crouch blocking. Will get blown up of course if they don't block it. This works for any high normal as well.
Of course all the above "safe" normals work too, but again my concern is they're all negative, so a smart player is totally willing to just turtle it out.
Perfectly spaced hellspark might be. It'll depend on the punish. Spark can technically outrange jax's dash punch for example, and there's a very small spot where he'll hit you, but you have time to block it.
other thing- 1123 doesn't seem to be a true block string. They can armor between the 2/3. Thankfully 112 is safe on block, but augh.
Seriously regardless of if this guy winds of viable broken or shit tier, just...wtf? Everything about him screams either last minute or deliberate hobbling nerf (maybe they didn't want a locked character to be even close to viable/easy?). His kit just does not make much sense at all, even if it winds up working.
Edit-
While i'm at it, we should probably put down somewhere that he really does have a very good X Ray. It's +, but more importantly, the moment shinnok gets 3 bars you're looking at a very crippling punish to any projectile + an easy crapton of unbreakable damage. The ONE thing he's got going for him for sure is that if you've got a life lead and full meter they're in a really shitty situation, and maybe even more so than when against most other characters, but that's hardly an easy scenario to achieve.