A quick thing about the upmissile enders: we need to establish not only our capability to block incoming wake ups and misc offensive options from the opponent. Example: d4, upmissile ender is totally safe from opponent's options IF I choose to block. Though really good info to keep handy, this negates the purpose of ending with upmissile - to continue offensive pressure. If this is going to be a HARDCORE Sektor hub, I'll get serious about testing every possible option the opponent has after [b2 or 1 or 2 or d4 or f4] into upmissile.
The example I gave earlier regarding this would be Mileena - If I d4 umissile AND jump in on Mileena, she CANNOT wakeup hit me on ANYTHING; her telekick will whiff, her roll will go under me while I'm mid air. Anything else and she will get hit. For Smoke, if I do the same setup, he cannot shake as the upmissile will land right when his animation is beginning - the active frames have not begun for shake. If he does his teleport perfect, he will whiff the first hit BUT get hit by my jump in punch when he reappears on the other side for the 2nd hit. If you try to dash forward instead of jumping in for pressure against Smoke and he does his teleport, you WILL get hit, but (don't quote me on this last part) I believe he will get stuffed by the upmissile on his 2nd hit.
Stuff like that I'll try to get to for you guys.