Regarding vortex
I like how creative you are getting with the wakeup options, so keep at it.
I have setups that I use where there is a 50/50 on wakeup, and it usually results in a bar lead since them guessing wrong = combo break. Unfortunately, it does not work like SF or another game that has no combo breakers, but a bar lead is just as huge. However, a lot of these setups involve giving up a significant amount of damage from your combo to make the up missile hit them meaty on wakeup, and most of the time I am not about giving up the damage.
Also, I see zero reason to EVER use his sweep. Why would you sweep into a guessing game when you could just b+3,4 at the same distance for guaranteed damage or at least chip with a guessing game after they block the 4?
Regarding the comment I read about how many of his moves leave him far from the opponent, that is ideal. Missiles of all kinds for pressure, and a very quick air teleport when they try to hang out far away and shoot back. The fact that his TU is a combo starter and able to be done in the air provides a lot of passive threat. Yes, I know it is very punishable on block, but you are doing it when reading a projectile, not just throwing it out (although I am guilty of throwing it out occasionally on a jump in to bait an uppercut/anti air and be an asshole).
Swifttom,
I see your concern about people with great wakeups, but it is really not that much of a concern unless you are talking about Kung Lao's spin, which is its own tier. Other wakeups can allow you to drop a meaty homing missile and/or jump directly above their head and watch to see what they do.
If nothing, continue with jump punch into pressure string or guessing game
If they did the invincible wakeup, it will prob miss you, but allow you to TU on reaction catching them in recovery across the screen.
Of course you have to know which ones this works against, but the options are there if you are willing to give up the combo damage to set that scenario up.
Me personally, I prefer to frustrate my opponent and then blow them up, so I will go for a jump kick, TU finisher then up missile or front up missile to see how they react and hit them accordingly. Missiles doing 2% chip on block make this kind of wake up worth it imo, and then they have to play Gradius and get back in.
I recorded some Nightwolf matches which were pretty funny, but have not uploaded them yet. Hitting up WNF tonight so wish me luck.