This is the direction I'm trying to go, but I'm thinking more in midscreen tick damage, corner-carrying blockstrings leading to corner mixups, rather than in corner setups. After a standard j.D - 6H knockdown, the ones going through my head right now are:
1. S - P Formation > dashing H SA (doesn't hit P Ball, hits S Ball, which hits opponent) > 5K (hits P Ball) > Teleport (to spiked L1 ball) > j. S (hits ball) > K Ball > (Ball hits) > dash jumping S (hits K Ball) > air dash - low mixup
2. P - K Formation > dashing H SA (doesn't hit P Ball, hits opponent) > 5K (hits P Ball) > S Ball > (Ball hits) > forward jumping S (hits K Ball) > air dash - low mixup
3. (With previous P or S Ball) P - H - S Formation > dashing H SA (doesn't hit H Ball, hits P Ball, which hits opponent) > 5K (hits H Ball) > Teleport (to spiked L1 ball) > j. S (hits spiked ball) > H Ball > Ball hits) > dash jumping K (hits S and H Balls) > air dash - low mixup
Also, I think that in neutral, there are some ranges where you want to shoot your H Stinger right where you can YRC it AFTER it hits (instead of the flash happening before it does), so that you can catch people in the middle of anything. For that, dashing a little before shooting may help.
I use a Hori Fighting Commander Pro 4, and although the technique seems easy to grasp at first glance, I cannot get it to work even once, so all the things I said above are just theories for the moment. Any execution tips, videos or help in general to get this done?