great guide!!
there a couple of things i would differ on, however. and a couple of items i don't think were covered, but are noteworthy.
1. rehabilitated is a very important string to use. aside from extreme damage for only two hits, it sends a foe flying full screen just as the en untamed fury. and just as the untamed fury, this string put them in position for a quick ground pound, a fireball, or a jump stomp, depending on who the enemy is. if the f3 hits, i suggest using the full string once in a while, particularly if you are low on meter. it is a great spacing tool. of course, never go for it if the f3 is blocked; it's fully punishable as you mentioned!!
I did cover that string, it's forward 3, 2 I believe it's the one where she swings around like a windmill, the 2 in this string is very punishable on block. The forward of the string is really good when cancelled. I did mention ground pound and fireball, but not jump stomp .
2. 2,1, ground pound is not a good option. that combo can be interrupted and fully punished. 2,1,2,ground pound is the proper option; it cannot be interrupted and does more damage.
For this portion I wasn't talking about as a combo because as you said it can be punished, it's a mix up while using the string, but I agree if you land the hits in the string to use it combo wise that way.
3. darkness (b1,2,1+2) is like four way (2,1,2,f1) in that you can cancel into any special move after completing the string. it matters not mid-screen, but if you are even up to 2 dashes away from the corner, fireball or untamed fury will connect; the latter option inflicts 31% damage (34% if started with a jip or the grab is enhanced; 37% if both those apply). so, mid-screen, cancel after the first 2 hits; near a corner, complete the string and cancel into untamed fury!
4. 2,1,2,f1, untamed fury whiffs on kitana and mileena unless they are in their mk2/mk3 classic costumes. it also frequently whiffs on skarlet and occasionally sonya if the 2,1,2 is blocked. for these ho's, cancel into a fireball instead; whether they eat the full combo or block the first few blows, it will land and teach them a lesson!!
I made a video about this outside of the video guide, I'll make a short video with this information and add it to the Original post, good eye dude, my bad , I forgot about this lol .
5. AA grab should be discussed more as a punishment option. on its own it beats kitana's pretty kick and square boost, all blocked teleport attacks (except scorpion's and ermac's EN teleports), all kano ball variations, kung lao's teleport, sonya's arc kick, mileena's teleport kick (blocked or not), liu kang's blocked bike kick or flying kick, jade's staff overhead, raiden's blocked superman, and quan's sky drop. it is unbreakable, untechable, inflicts 14% damage (18% EN) and places them in sweep range. the EN version will defeat all ia projectiles if sheeva is within grabbing range. if a player is a little more confident, after blocking any attack in which the enemy is left suspended in air (usually rolling, like quan, raiden, ect) try 2,1,2 before cancelling into the AA grab, or substitute gran n punch, as it is unbreakable and untechable too. other punishment options include 4, grab n punch (occasionally whiffs; timing is a little tight) 1,2, AA grab or grab n punch, and finally b2, 1+2, fireball or AA grab (the best, but trickiest n account of the simultaneous button press)