Its more so calling their bluff/making a read then anything, going into military stance on their wakeup opens up a lot of different scenarios they have to think about, especially if u know ur opponent doesn't want to cough up meter for wake up.
1. MS/2 (at ease) to quickly cancel in to block and make them spend meter thinking u was leaving urself wide open
2. MS/1 (throw) if they want to play it safe and just wakeup block and not hit buttons, u can react with the throw.
3. MS/3 (low starter) Low profile and first 2 hits when connected come out quick as hell, possibly beating a ex wakeup attack depending on whom it is. Or if they wake up stand block it will lead to full combo in the corner
4. MS/4 (overhead) If they wake up crouch block u can throw this out, but I rarely do since its her most unsafe option out of MS, I say condition ur opponent to be scared of lows so u can throw this in.
So yea that's why I end in MS on knockdown in the corner at times, its a very scary situation for the opponent.