This setup actually works pretty well. If they do a WU attack, you tank the hit with armor. If they WU poke you still have time to punish. If they WU 111 or something, you tank the hit with armor then you can block the rest. If they WU throw, you tank it with armor. If they WU and just block, you continue pressure, same if they delay WU. They can WU roll out but you can punish it if you’re ready for it. So not a guaranteed reset or an uncounterable reset or anything, but definitely usable.
This is good setup I just realized that the AMP buff is more than a single buff (normal +15% amp: even more +9%).
For that 1 bar NW leaves around 40 damage on the table (without buff) but he gains that anti WU2-3/throw setup into a buff which can lead into an around +70-85 (depends on meterless or 1 bar) more damage BnB if you can hit the opponent.
So for that 1 bar you do not really gain too much extra damage but the setup.
Btw I did not lab all the wake ups only Dummy sub zero U2 and it looks like its recovery is good enough to not be punishable after armor. So it probably depends on the match up.
Wake up roll looks neutral which means no punish even if you are ready though.
As you also pointed it out NW is
pretty minus after this setup if the opponent just respect this option and do not do anything but stand up.
Of course if he attacks the armor saves it so actually probably just
neutral - but he can act earlier to meaty (e.g. with a MID) so NW can just easily lose his turn.
So for 1 bar against a potent opponent (who actually watches your ender) it is just a minus "oki" with a buff... I can call it safe buff setup but losing our turn (in the corner).
But on the bright side you may trick the opponent not the meterburn it and still not be punished.
After that short lab I am not convinced using it over a highly plus oki ender especially in the corner - but against random opponent it is gross lol.