This...this!
If I'm not mistaken, both choke and air throw both don't allow techroll, and you recover fast enough to get in their face.
I'm sorry, but after fairly extensive testing I have to diagree. As far as I can tell, a successful Choke leaves you on equal ground with your opponent. In fact, their wakeup moves will have priority over any attack Kano can do after a Choke. You're only safe option after a successful Choke is a jump, either away or into a crossup attempt (and even those aren't completely safe because your opponent can jump just as quickly as you can...). However, you're still on equal grounds with your opponent at that point so any advantage granted is marginal at best. Sure they can't tech roll, but if any wakeup move will beat out your offense after Chokes horrid recovery period then they really don't need to tech roll anyway. If you like to prevent tech rolls you are much better off with a JK to Airthrow, which actually does leave you enough advantage to maintain your offense.
This has just been my experience over about 8 hours of testing in practice mode vs various characters. Even characters easily pressured during wakeup gained an advantage after being hit by Choke. Anyway, if I have made some mistake or have missed some integral detail please let me know so I can cease my anti-Choke campaigne (that sounds a lot more awesome that it is...). I would like to find an excuse to use the move, but so far it's just falling short. Thanks.