I found some interesting Okizeme tech with Heihachi's new d1,2 string. if you end the max dmg pre-tailspin bnb (EWGF - EWGF - f2,3 - bf2,3) with cd1 (69 dmg) and just follow it up with d1,2, the d1 hits grounded. Quickstanding and staying on the ground or any wake up attack eats the first hit. Back rolling/wake up will block the first hit. Tech rolling into Heihachi's ws1 (i14 ws attack) will get CH'd by the 2nd hit of the string, ws4 interrupts the 2nd hit (I had both characters as Heihachi).
If you tech roll into the backround into a sidestep you can evade the 2nd hit and catch Heihachi in the back, but I think because the combo leaves the opponent so close they are most likely either going to tech roll and mash or just tech roll and block.
The new d1,2 is otherwise trash. There is a 10 frame gap between the hits and the 2nd hit can be sidestepped after blocking the first hit. However the 2nd hit on CH gives a deathfist follow up for 44 damage. In a walless stage or at a point where any hit will basically kill you this setup is definitely worth going for in a tournament setting IF YOU ARE ON 2P SIDE(!). Most people tech roll into the backround with punches because it allows them to try to step and evade running 3's and what not (tech rolling recovers crouching so you can't immediately sidestep into the foreground). Tech rolling into Heihachi's left and just blocking after that makes the 2nd hit whiff for an easy launch punish so don't try this if you are on 1p side.
BTW. When you are playing online you can't now which side the opponent chose to play on because of the new mirroring technology.