This safe jumps Sagat/Cammy and is at least +4 on block. Which is nice because it lets you do a fake cross up without worrying about the timing…
After head stomp you can do j.HP to not cross up and land in front of a lot of characters. Can combo off of.
On some characters you can do j.HK and still land in front (Viper and Sak come to mind.)
Also on Sak you can SPD, wall jump, then head stomp on the way down. This might actually be good for ending matches since you fly far as fuck if you hit her mid-screen and do a fake cross up j.HK if she is in the corner…
LP Tanden (blocked) ~ cr.LK, cr.LP (blocked) ~ Headstomp ~ dive kick ~ cr.LP (>cr.LP or dive kick)
on Gouken.
SPD ~ fst.MK ~ jump towards opponent, j.HP
when done properly will shit on Dudley. This is the normal j.HK 3f safe jump but it really fucks with Dudley for some reason. Can OS MK legs to catch back dash, EX to catch SSB+Back dash. Cool part: MK Legs won’t come out if they mash Ultra (but it does if you do EX, and SSB will beat it if you do MK…shame!)
forward throw ~ dive kick will cross up some characters. forward throw ~ walk back a little ~ dive kick will too (this is hard as hell to spot…making it effectively a 50/50 for both players, haha.) It almost always avoids reversal DPs with the right timing but is like +2 on block so they can mash during the hit confirm.
forward throw ~ jump over opponent in the corner, j.LK trolls the shit out of some people since you can control what j.LK can do and it is impossibly hard to spot. Should usually combo to boot.
back throw ~ PPP teleport lets you set up some meaties. cr.HP is nice for catching people scared of SPD. Can use cst.HP to set up timing (see Poongko do this a lot…)
Hyakuretsu ~ LP Boom ~ PPP teleport works on almost everyone (for quick rising people.) KKK teleport doesn’t work as well. Take out the boom and you’re usually 0 or +1 and close enough to cst.HP xx Boom xx FADC (I gueeeesss you could do cr.LP, cr.LP)
Still compiling what works on who so sorry for not listing exactly what works haha. Doing some serious lab work the few days so I’ll post what I come up with later prolly.
Some random stuff to note:
Blanka - SPD / back throw recovery is roughly the same, which is bad for him, because if you wall jump after hitting him you WILL cross him up with your safe jumps or can do the unblockable if you want to.
Cody - SPD and back throw have different recovery. You cross him up on hit but if he blocks you don’t. Playing around with this…maybe with good j.HK timing, you can cross him up.
Cammy - SPD and back throw - gets up really fucking fast. That or she has a weird hit box. Or maybe she wakes up slower! I dunno…what gives?