Crossup set-ups - Here are a list of cross-ups that are either guaranteed or very hard to react to.
I'll list the situation and after a hyphen, I'll give the proper way to cross-up. Here's an example.
B Crackshoot - Jump D into cross-up.
*Note: All of these are tried on block. This is not as simple as all that, you have to time your jump so it crosses up. Practice makes perfect!
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d.B, d.A/d.B x2/d.B, st.B - Hop D to cross up
d.Bx2, st.B/d.B, d.A, d.B/ Any heavy attack chain - Jump D to cross up
d.Bx3, st.B - Hyper hop D to cross up (Must be crouching to cross-up, but must stand and block to the other once it crosses up)
EX Powerwave/D Crackshoot/Any other hard Knockdown - Super Jump/Jump to cross up (This depends on how far away the person is from you)
B Crackshoot - Jump D to cross up (You have to space it so you hit them with the tail of crackshoot. Being too close will get you hit.)
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Some anti-cross up moves for Terry require meter, but it prevents you from being hit because of the wide hit box.
Power Geyser (Regular and EX) - Power Geyser has a hit box that's a little above Terry so it hits people jumping in on you as well as giving you invulnerability. Just don't do it if they're already over you. EX Power Geyser gives you invulnerability completely and is safer.
Rising Tackle (Regular, Heavy, or EX) - If timed properly, this can autocorrect. You have to wait till someone is over you for it to correct and hit your opponent. Timing can be strict so use this wisely. The C version has some start-up invincibility and the EX has a vacuum so even if it would whiff with a normal Rising Tackle, the EX one will catch them. Careful of safejumps baiting reversals.
df+C - df+C comes out fairly fast and can be cancelled into specials on hit. If you expect to be crossed up, you would hold db relative to the direction your opponent came from. That way, when they cross you up, you'll immediately autocorrect. If you think they won't cross up, you'll time a down C which can sometimes hit meaty moves or trade.