...
that's actually quite ingenious.
.... And OMFG I might know what's happening.
See, the usual harm in using haphazard DI techniques is that you might actually use an attack, and then the opponent can exploit the fact it was probably a dumb attack, even if it hit them (in this game, without hit stun).
But Tornado is impenetrable as quantum/Borg shielding anyway, so flubbing an attack doesn't matter. MK is going to finish the attack, and he's going to suffer the same 27 (14? What's the constant?) frames of lag no matter what you do. What matters is not getting hit at the end of it, to try and get him in those 14 (27?) frames.
And speaking of no hitstun, that's my guess. What if Tornado actually has low hit stun... stupid small, small like Ganon's Up-B small? o_O
In that scenario, using an attack, during the minuscule time you have between hits, would still count as starting an attack, and then the way the Tornado behaves on you changes, because you are attacking.
The knockback power increases, and presto, you get an escape trajectory.
There's a counter hit multiplier for aerials, right? Or is it only charging a smash? I thought that's just an additional multiplier. I'm so wrong if that's not the case.