I found I nice little trap setup if you've got 1 orb already out:
34, f2-2+4, df2
This will only work if the opponent is grounded when at the start and they end up landing right on top of the second orb so they're forced to block.
That's a good setup.
I'm still trying to find ways to make MOS a threat in the corner.
I've found some weird stuff using Vicinity Blast though... like:
[Corner] Back trap, up trap, NJP, uppercut, VB (hold until they land on it) throw (puts them back in the corner) -- 29%
Chaining a normal trap into an EX trap:
[Corner] Back trap, up trap, NJP, uppercut, EX trap, (back away from corner), JIK, air b,f+3 -- 30%
[Corner] Back trap, up trap, NJP, uppercut, EX trap, (back away from corner), 3,4, d,f+2 -- 31%
[Corner] Back trap, up trap, NJP, uppercut, EX trap, (back away from corner), JIK, b+1,1,1+3 -- 32%
[Corner] Back trap, up trap, NJP, uppercut, EX trap, (back away from corner), JIK, 2,1,4, d,f+2 -- 33%
[Corner] Back trap, up trap, NJP, uppercut, EX trap, (back away from corner), JIK, b+1,4,d,f+2 --
37%(Best I can find so far)
[Corner] Back trap, up trap, NJP, uppercut, EX trap, (back away from corner), VB(hold until hit confirm)~run cancel, 2,1,4,d,f+2 -- 32%
Basically I'm trying to find a use for VB run cancel, but the recovery is nowhere near as good as TG LB run cancels. :/
"Useless Tech"