* b12d3 for a low
* f112 for an overhead
* 1f2 can stuff some wake ups
* some specific setups (like MB catdash into d+f3) can lead to an ambiguous j1 on their wakeup
* throw (one of my personal favorites if your opponent has <10% health to close out a round)
* block (or empty jump depending on what you use as a hard knockdown) to bait out a wakeup and punish accordingly
There are also varies interactable setups I am trying to learn that utilize interactables which is beautifully detailed by
Under_The_Mayo in
this thread