^ No idea, sorry.
But here's some interesting things I found while messing around in the
Fighting Entertainment stage or any stage with electric ropes:
A move that gives a rather great bounce back and puts you right in the opponent's face is





. This moves gives you enough frame advantage so that you can free step all the way behind your opponent and gives easy access to their rectum for you to place your boot into (keep in mind that if you try to free step with

, it will force your into crouch, so do it with

).
The other two moves that grant you this set-up are




and



. They grant more frame advantage thanks their good recovery, however, you'd end up spending a few frame dashing forward before free stepping, essentially giving you the same set-ups for all three moves.
There are some really silly shenanigans involved with this and it's something that should scare your opponent as you have nasty throws you can do to them during their recovery and your mids are also bad news as stagger escaping and ducking/low-holding/jabbing is also a bad move and even on fast recovery in practice mode (which is probably the fastest a human being can stagger escape, unless you have a hitbox), you are still at such frame advantage that you can throw out your most basic mid poke to beat a 9-framer (and they have to have massive balls to try and hit back, unless they know exactly what you're planning (even then they're in deep shit)).
For those who simply hold or don't stagger escape, they are in for a world of pain. It is possible to put your opponent in this sort of psuedo frame-trap where you can do back-turned OHs and throws and they'd connect as it takes 5 frames to recover from back-turned to forward-facing position and it also takes one frame from transitioning between the standing and couching state. This is important to know for those who are setting up your throws.
Some strikes are also guaranteed if they either slowly stagger escape or don't SE at all. Anything i18 or faster is pretty much guaranteed to hit, this including


,


,


,


,


and even


(major axis issues with this move, so avoid it unless you really feel ballsy). This also makes



guaranteed, giving you a back-turned




. On sharp players who SE faster, you'd better off using quick pokes such as



and standing

, tough, if you're sharp yourself, you can still use



during their back-turned recovery. You might even be able to to get



if you're fast enough, which guarantees an even more damaging combo.
The advantage of all this is the element of surprise and extra damage. The disadvantage is that now your are the one with the wall on your backside.
Now, we move onto the risky business; OHs and throws. This is for when you see if you're fighting an opponent who has a habit of either holding or SEing. I'll expand on this in another post.
Also, try these out yourself and let me know how viable they are and if this deserves it's own thread. I'm still trying to figure out as much as I can right now before I start a thread.