Alright, here we go. So, after a MB Swamp hands , depending on spacing, Grundy can whiff a d1, which allows the opponent to block the next hit, but resets the combo. While this has been known for a while, I'm finally figuring out some set ups for it. From the MB SH you can whiff a d1 and go into an ambiguous j2 for the cross up, or a j1 to hit normally. This cannot be forward or back dashed, nor can characters like Superman super out of it, jumped in any directions, or MB F/B3ed through. You are forced to guess whether or not you will be crossed up. Even on block, flashes reversal cannot punish to j1, or j2.So, yeah, like I said, you can make the j2 ambiguous by delaying the time of the 1 MB swamp hands to control the spacing. In my videos, after a MB Swamp Hands, if I j2 xx B1 it means I crossed up, if I j2 xx F1 it means I did not cross up.To get the 50/50 off the MB BF2, you do a slight step forward, 11 MB SH to put you at whiffing d1 distance make the j2 cross up, or you can do j1 to not cross up.After a BGB, you B3, j2 at the moment your opponent is closest to you in air, 1 MB SH into d1 whiff and make the j2 cross up or use j1 to not.Here is a mix of using MB BF2 and a BGB with the ambiguous j2.And here is some corner only tech. After a MB WC in the corner, you can d2, 1 xx MB Swamp hands, whiff the d1, j2 for the cross up, or j1 for the normal hit.And finally, the set up after a F3. I think we can add another layer to the reset after the whiffing d1 by doing a f3, or you could go for a f1. So you would have to guess whether you are going to get crossed up or not, or if you are going to get hit by a low or overhead.Shout outs to @ AK L0rdoftheFLY for helping me test.