jLet me know if you find anything you want to add.
If someones stamina is empty (so they cant just run and punish wiffed superman) Ill put up a dot, instant air superman esp if opponent moves forward, then put up another dot up or behind me, which gives an epic full screen line, run and njp into combo (or for swag points, EX projectile, run in njp into combo)
The best way I find to use the traps is to end my combos with b14 into a dot (depends on situation, if its a jumpy or teleporty guy ill put em in the air sometimes) the dots dont last forever though so i do meterless shorter midscreen combos so that the two combo's dots connect which a good player will block, giving me the chance to safely jump in for a mixup or pressure.
EX trap is good post b14 after combo or early for jump in (or vertical teleports sometimes) but its a little costly id rather save the meter.
if you hit confirm 214 or a few other strings (or pokes) into dots, youll get a lot of situations where people counterpoke but then get electrified whcih you can either superman, EX projectile into run njp- combo ending with another dot, or if your close just electro grab em. 34 is another good block string for it and if you land f14 (nerfed i know) its a hard knockdown so its another good time
Basically, this variation is great to slow down rushdowners but its best to use the traps sparingly, let the opponent know you sometimes go for them, and they will want to take the initiative to catch you while you put dots up, so you can stuff people who are trying to jump on you or attack thinking youre gonna put up more dots