3d2, f23~invis, 112~teleport or 3d2, f23~invis, 112~d4, j2, 112~teleport
You can vary the timing on the 112 to control which side of them you end up on. If they try to tech roll they always roll towards the corner. You can follow up with a nj2 and they have to guess which side you're on or get hit for another 40+% combo. They can try to wake up, but it should flip their controls so unless they have an option select wake up that beats neutral jumps(Deathstroke's the only one that comes to mind, and I think nj beats Sword Spin) that might not help a whole lot.
You still have enough advantage after the teleport to go for any of the options listed in the op. You basically have a 4 way mix up between overhead from the left, overhead from the right, low(even if you don't have sword you get pressure and frame traps from d1 on hit, and they still don't know which side you're on or what they got hit by), and throw(it's probably impossible to tech this throw on reaction)