On Wake Up Attacks:
wake up attacks considered projectile type attacks have zero invincibility, other specials have invincibility only on start up, others have it until the point of impact.
For the ones with invincibility until the point of impact, this only applies to the first frame of impact. If your invincible wake up attack does not make contact on the first impact frame, the move loses its invincibility and can be beat out by or trade with your opponents attack. Certain attacks will change your opponents hit box, causing your wake up attack to barely miss on its first impact frame, this is why you get those "wtf.. how did that get beat out by/trade with your attack" moments.
For moves only invincible on start up, a well timed attack from you opponent will always beat it out as it connects after the start up frames.
A LOT of wake up attacks can be beat out by jumping. This is when you dash under the jump on wake up and can actually punish the whiffed jump in attacks...
SO... if the opponent is going to just flat out attack me straight up as I get up, I will wake up attack. If they try to use a jump in attack, I will dash under them and punish the whiffed jumping attack. This is called making a read.
Here is a common example of when REO and I would run Batman vs Aquaman.... Say he knocks me down in the corner...He will come in with B+23 as I wake up, if I read this then I will use my trident scoop as a wake up attack and launch him. If he reads that, he will come in and neutral jump attack or cross up jump in attack and beat out my wake up. If I read that, I will dash under him and punish the whiffed jump in. If i was wrong and dash and he attacks, I get hit and punished. if I am right, he gets punished. Its both players having to make a read. This is how the wake up system works and how making reads on wake up works.
I hear so much complaining from people about anti-air. Usually its from one of two places..
1. people that play ridiculous safe rush down characters.
2. people that play ridiculous safe keep away characters.
It is common to see Flash players cry to high heaven for anti-air. Yes, lets have a character with safe mix ups. Now throw in B22 which is an advancing and hit confirmable string leading to 50%, also advantage on block setting up one of the best and safest frame traps in the game. He also has a 6 frame punisher for reversal attack punishing situations, AND a fast full screen super. Also, his main ender in combos is an untechable knockdown setting up the next SAFE mix up. This is not enough, they want a character that safely mixes you up, a character that you do not want to be close to that much. You have to run from him, fighting Flash punch for punch is ill advised. See.. these players also want to make sure that not only is it hard to defend vs him when he gets in, they wanna make sure that you also have no offensive options vs him either. I find this funny because if Superman AND Flash both got anti-air attacks, Flash players would cry all day about Superman now being able to stop all jump ins free... which exactly what they asked for with their character.
Take Doomsday.. his air throw does not have invincibility vs air attacks. It can be beaten out by jump ins. His uppercut is also not the most reliable AA either. Can you imagine if they gave him a great AA? Not only is it very hard to slow him down, but now you cant even attack him.
Cyborg players are another example. Its hard enough to get in on him, now they want to make sure that its impossible. Get out of here lol...
Yes, offensive juggernaut or safe keep out characters do not have great AA. However, the in-between characters do. People talk about Aquaman, or GL, or Sinestro, etc.. having good AA. These are spacing and pace control characters, not come in and rush you down safely characters or let me safely keep you out for eternity characters.
Are you guys even aware that even without a good AA that you can use great spacing to get your opponents "jump in spam" to wiff, allowing you to full combo punish? Maybe you should try that. I play several character without an AA and STILL consistently punish jump ins with good spacing. Perhaps this radical new concept of good spacing as a means of making your opponents jump in attack whiff will help.
Learn the game, use ALL your characters strengths rather then complain about ONE weakness. Learn to exploit the weakness of the characters with a good AA, they have SEVERAL lol...