this is a very useful tech on most of the cast .
when you finish corner combo with birds of prey 12b3-mt (dont throw) you have several options to mess up opponents wakeup and counter it . most options dont work against dd , bane , grundy .
all start 12b3-mt(hold) and options are
1dash neutral jump - if they dont tech roll this turns their wakeup towards corner free combo . if they do roll it wont spin them . this is 100% safe against batman/raven/gl .
1dash jump forward - this makes you bounce off as if you jumped backwards much faster then you could back jump yourself . this is best option against cyborg(powerfist is main wakeup if you j1 as your coming down full easy full combo) or sin(arachnid sting will whiff and can air mtmb for full combo . rock drop gets you but no sin will wakeup rock in corner)
2dash block - if they dont tech roll it spins them into corner free combo . if they roll wakeup o well your blocking counter them .if you badass and against 1hitter wakeups you can we2 their tech roll wakeup for full combo .
mt whiff mb block - if they dont roll this spins them . if they do roll o well your blocking . if they use an unsafe wakeup they get shoulder to face . again if your badass and against 1hitter wakeups we2 full combo . (this works against bane dd and grundy if they dont roll )
this works on every stage and every edge .