I was messing around with the Strider/Morrigan glitch today in training mode and found a few fun things.
So I activate the glitch and both characters disappear, that’s fairly consistent. What seems inconsistent is whether or not the tagged in character will be facing the camera or not.
One glitch I found in this was if you tag in Spencer and he’s facing the camera, any zipwire that isn’t the tarzan swing or straight down will make him wig out. Backwards and the claw goes on for ages and ages, forwards and Spencer goes forward for a while, both until he spins out, like one of the glitches from vanilla. Except in this there’s a chance for him to be stuck permanently and not spin out. Or at least longer than 10 minutes.
Characters with tracking teleports will be transported off screen to wherever Morrigan and her friends went, unable to return. Another thing, literally minuscule, is when you’re in the camera facing mode, you can dash into crouch (with a character who can of course) and be placed nothing more than a few inches ahead of the reset point which normally happens when you press a button or a different direction. As far as I can tell you can walk off into the distance forever too.
Finally, the only way I could figure out to get back in was to use tracking hypers that actually move your character. Nemesis rocket super and Skrulls level 3 worked, because it seems when they jump in the air they’re actually teleporting or something. Although in training mode it seems you can just raw tag your character back in and it will be fine.
Bonus:
The only homing projectile I could get to stay out permanently on the attacker side while the other character was gone, was Dormammu’s Stalking Flare. It just sits there at wherever Dorm’s finger left it. Trish’s round harvest hyper comes back to her quickly and phoenix’s homing fireballs pop after a while. No such problem with Dormy though…
Being a man of science, I recorded the Stalking Flare input, put on meter regeneration, and set about putting 50 of them on screen, because fuck it, that’s why. You can do this in 2 ways, if you’re facing the camera the fireballs will all be in the same spot with this weird glow that gets bigger and bigger until about 20 where it maxes out, covering most of the screen in a giant fireball. You can of course move with flight and set them in different spots, each fireball will still have a weird ring around it.
If you aren’t facing the camera, you can easily set them all up in a line, where they all look completely normal besides the fact there’s 50 of them just sitting there in a big fiery line of death and pain. (If dorm walks through the fireballs you can see his ‘skull’ highlighted clearly because his head of flames are drowned out)
Using Dummy control I did Nemesis’ rocket super, bringing him back from the nether, and upon entering was greeted with 50 mini-suns. The combo counter literally skyrocketed, hitting 999 hits in like 4 seconds at which point it immediately stopped comboing, the fireballs disappeared and Nemesis fell to earth. Without X Factor, this did a total of 8,400,000 damage, which for 50 meters is inefficient I guess 
I didn’t do it with X Factor because I don’t know how X Factor works with SF.
P.S: Mods, most of this is on topic about the bug, I was going to post it in the thread about this specific bug but it’s locked.