Ok so upon further analysis, theres 4 kinds of knockdowns in our arsenal...
1) Fast stands : If you can cancel it into a raging charge and have it hit meaty, its a fast stand. These are our main option selects and they are pretty low in number. To my knowledge, d.2 b.23 and d.2 d.2, and d.2 113 are the only three enders with that kind of ability. We also have some semi-fast stands in normal b.23 however doing the usual b.23 b.23 will not allow for the charge option select.
2) Splat stands : These are your f.3, f.1, and b.21. They cause a fast stand but aren't able to be cancelled into meaty pressure set-ups, and are listed above in the stand speed order. They are also known for causing stagger on block, but are impractical to end combos with unless you can properly set up for them. Due to our slow normals, its actually not advised to use the splat stand outside of corner set-ups into either d.1 or normal throw. With recent news, splat stands can indeed be linked into meaty set-ups but its not easily mix-able with other alternatives outside of what is given.
3) Normal knockdowns : This is pretty much anything else that isn't a hard knockdown. While they may vary in standing speeds, they universally lack an option select to cover both rolls and regular wake-ups from mid-screen. They also allow time for the opponent to wake-up with invulnerability, or tech roll, and although we have answers for both we cannot answer both at the same time.We can, however, set up most of our charge options based on the opponent's reactions (tech rolling will usually be caught by charge) at the risk of missing and letting the opponent wake up for free and putting ourselves in a bad position.
4) Hard Knockdown : This is what we have a small amount of, and its one of our highlights. These are your sweeps, charge, command grab, ring toss, and normal throw. They are untechable but don't provide much advantage, however they give us a reliable set of enders and traps with which we can keep close to our opponents during the oki which is where we are strongest. They do allow the opponent to have wake-up invulnerablity (though the normal throw seems to not give them much buffer time to work with at all), however with the proper bait we can fool them into making huge mistakes.
In the corner, most normal combos will become capable of the charge option select (with an added cross-up) however getting blocked will cause a very disadvantageous situation for us so its best used scarcely.
Heres that list, its on page 68 of the bane council convo. Its nothing new, just a little peek into what they do and our options out of them.