Nope, they are different. You have more frame advantage pretty much across the board
roundhouse tatsu, quick rise - dash c.MP (hits on 2nd frame)
roundhouse tatsu, quick rise - whiff s.LK, c.MP (hits on 3rd frame)
roundhouse tatsu, back rise - dash s.MK (hits on 3rd frame - possible to do too early)
roundhouse tatsu, back rise - dash s.FP (hits on 2nd frame - possible to do too early)
roundhouse tatsu, back rise - v-run s.LP / throw (hits just after wakeup but beats 3f mash)
fierce SRK, quick rise - dash, dash, s.LP (perfect meaty)
fierce SRK, back rise - dash, dash, s.MK (hits on 2nd frame so is +4 on CH)
fierce SRK, back rise - dash, dash, s.FP (perfect meaty, hits on frame 1)
mp SRK, quick rise - dash, dash, s.LP / throw (beats 3f mash)
mp SRK, back rise - dash, dash, s.MP (hits on 2nd frame)
back to regular Ken
MP SRK knockdown vs. grounded opponents
MP SRK, quick rise - v-run s.MP (hits on 2nd frame)
MP SRK, back rise - dash, dash, s.LP (hits on 2nd frame)
MP SRK, no quickrise - dash, dash, s.LK neutral jump (add 1f delay to safe jump otherwise your jump in will whiff, good way to fake high and go low)
unfortunately it’s a hard read, quick rise or back dash. if you dash, dash vs. quick rise you are +/- 0 (bad spot)
the higher up they are when you AA, the more delay you need to add. just walk forward for a few frames. but don’t try for the crazy 2nd frame of s.FP shit.
those fierce SRK meaties I’ve posted work consistently off s.FP xx v-run, lk tatsu, fp SRK as well