Funny. I recently started thinking about the same thing. I can't help with editing, but I think I came up with some good anti WW wakeup tech that I haven't seen before. I didn't want to post it before exploring it a little bit more, but as far as I can tell it's legit. In any case go to the lab and test it; i'll be glad if someone can either confirm or dismiss this stuff:
WW's only "true" wakeup with invincibility seems to be her lasso spin. What you can do is:
- dash in after 1f2, and go into catstance immediately. Her lasso spin will whiff due to CW's low hitbox while in catstance, and you can launch her with 1 (cartwheel) and b3 into a combo of choice.
- you can chose to end a combo with 112, and cancel into catstance 3 after the last hit of 112. The pounce will whiff, but you'll land directly near the grounded opponent (it's not a hard knockdown though) and can again go into catstance 1 to punish WW's wakeup attempt.
Other WW wakeups:
- catstance 1 can basically stuff all of WW's wakeups, though the timing varies
- catstance itself lowers CW enough to avoid WW's wakeups except amazonian uppercut
- to stuff all wakeups you have to end your combo with 1f2. Ending with 112 does not give you enough time to punish WWs amazonian uppercut on wakeup (also CW's hitbox will not be low enough to avoid getting hit)
- all of WW's wakeups, except the lasso spin, can be stuffed with standing 3 (33b2 -> b3 ...). Someone made a thread about how to stuff wakeups with standing 3.
- in case WW blocks you have frame advantage after catstance 1. Pokes will be stuffed when timed correctly.