I went back and did some more testing. Apparently this works on everyone else, big or small. Also, it seems this ground bounce conservation can be done outside of a throw as well, as long as I call tatsu just a few frames earlier than my input for the empty overhead (literally plink assist and f.H). The cool thing about it at least is that my overhead attempt is covered by tatsu, so I can throw it out liberally.
In the corner:
(f.H, Akuma tatsu assist plink), S, sj.H, L Rocket Punch, ADDown, sj.H, S, sj.H, sj.S, f.H (ground bounce), S, sj.H, Super Nova
722.5k, 96% meter gain. I really tried to put a Gravimetric pulse L at the end there, but no dice.
Doing this mid screen is really tricky however. I can only confirm off tatsu if I plink dash 3 times quickly and do s.M, s.H, S. Plink dashing is not something I’ve mastered yet, but I figured I’d throw this bit of info in. I’ll post a combo, damage, and meter gain as soon as I can get something solid out of this.
EDIT: I can’t believe I forgot about cr.M lol.
Corner facing out:
(f.H, Akuma tatsu assist plink), dash, cr.M, st.H, S, sj.H, M Rocket Punch (wall bounce), S, f.H (ground bounce), S, sj.H, Super Nova
669k, 85% meter gain. Again couldn’t add a Gravimetric pulse L.
Midscreen:
(f.H, Akuma tatsu assist plink), dash, cr.M, st.H, S, sj.H, L Rocket Punch, sj.MHS, f.H (ground bounce), S, sj.H, Super Nova
687k, 96% meter gain.