"For free" is quite the exaggeration. CSZ has so many more options than the opponent after an F2 ~ bomb. I'm just going to talk about one for now.
I'm testing "(starter) xx ice ball, jip, b3u4 xx CDK, f43 xx CDK, NJP, f2 ~ bomb, b3d4" as I type so I don't give out bad information (using Cyber Sub-Zero's 9f slide, 7f poke, jump, etc as opponent).
It's not easy to poke/ wake-up without triggering the tech roll or delayed wake-up, which for a lot of characters, puts them in a position where they're forced to block. That being said, poke is getting stuffed every time. The wake-up slide often trades into a combo, and often times I get the "WAKE-UP" message, only to be stuffed again. Furthermore, the jump out (forward, backward, up) is caught and frozen for a full combo on f-jump and b-jump, which are the faster jumps as far as I know. Neutral jump will fall flat, but then adding MB Cryo Bomb into the equation seals the deal.
In this specific MU (CSZ mirror) using this set-up (f2~bomb>b3d4), the opponent has 3 options; block (good luck), armor (better have the bar) or neutral jump > knock down (take the hit, bro). If they have no meter, they have two options. If we use meter when they have none, they have one option, to block the HTB, and just like that they're in losers bracket. All of this, this whole thought process, is just the b3d4 set-up, and it's occurring in less than a second.