Actually, you can totally quick rise in that situation above. So, I’m gonna change the setup a bit to midscreen juggle, st mp, sweep or corner juggle, st mp, st mp, sweep. The setup then becomes:
----Juggle, st mp, (st mp,) sweep, dash, lp green hand os spd
-----If opponent stands: meaty green hand, safe on block against most reversals
-----If opponent stands then backdashes: green hand follows the opponent, spd grabs opponent
-----If opponent rolls: green hand follows the opponent, meaty green hand, safe on block against most reversals
-----If opponent rolls then backdashes: green hand follows the opponent, either green hand hits or spd grabs (depends on character)
Unfortunately ex hand, st mp, sweep does 296 as opposed to ex hand, st mp, st mp, st mk xx st hk doing 370; and raw launch, st mp, sweep only does 276 as opposed to raw launch, st mp, st mp, st mk xx st hk doing 350. But if you’re doing real combos, it’s not quite so bad. For example, my Nina/Gief combo does 490 if I end it with Gief st mp, st mp, st mk xx st hk and 478 if I end it with Gief st mp, sweep; if I’m in the corner and can get st mp, st mp, sweep, it does the exact same 490. Once you get deep into a combo, dropping a normal or two in favor of a way, way better post-combo setup is totally worth it imo.
Other stuff!
–Normal throw: cr mk, lp green hand
-----If opponent stands: meaty green hand, safe on block against most reversals
-----If opponent rolls, followup green hand, recover before opponent gets up
–Normal throw: cr mk, mp green hand os spd
-----If opponent stands: meaty green hand, safe on block against most reversals
-----If opponent stands then backdashes: green hand follows the opponent, spd grabs opponent
-----If opponent rolls: green hand follows the opponent, meaty green hand, safe on block against most reversals
-----If opponent rolls then backdashes: green hand follows the opponent, either green hand hits or spd grabs (depends on character)
–Close 360k: dash, dash, lp green hand
-----If opponent stands: green hand stays in front of the opponent, recover before opponent gets up
-----If opponent rolls: green hand follows the opponent, recover before opponent gets up
–Close 360k: dash, dash, mp green hand os spd
-----If opponent stands: meaty green hand, safe on block against most reversals
-----If opponent stands then backdashes: green hand follows the opponent, spd grabs opponent
-----If opponent rolls: green hand follows the opponent, meaty green hand, safe on block against most reversals
-----If opponent rolls then backdashes: green hand follows the opponent, either green hand hits or spd grabs (depends on character)
–Far 360k: dash, lp green hand, lp green hand
-----If opponent stands: green hand stays in front of the opponent, recover before opponent gets up
-----If opponent rolls: green hand follows the opponent, meaty green hand, safe on block against most reversals
–Ground sweep: dash, lp green hand
-----If opponent stands: green hand stays in front of the opponent, recover before opponent gets up
-----If opponent rolls: green hand follows the opponent, recover before opponent gets up
–Grounded sweep: dash, mp green hand os spd
-----If opponent stands: meaty green hand, safe on block against most reversals
-----If opponent stands then backdashes: green hand follows the opponent, spd grabs opponent
-----If opponent rolls: green hand follows the opponent, meaty green hand, safe on block against most reversals
-----If opponent rolls then backdashes: green hand follows the opponent, either green hand hits or spd grabs (depends on character)