http://www.tekkenzaibatsu.com/forums/showthread.php?postid=3891631#post3891631
In short:
Tech Roll:
-wins against: linear ground attacks(such as stomps)
-loses against: Tech traps, tech mixups(gotta guess), cross ups
-advice: This is the most common type of wake up, but you will at least always have to guess when tech rolling next to someone. Most useful after getting hit with something that knocks you back.
Back Roll:
-wins against: linear ground attacks, tech setups and traps(will whiff more than likely)
-loses against: up close mids(will re-float you allowing another juggle)
-advice: The most dangerous type of wakeup, since you can get rejuggled for free. Do if mostly after attacks that have auto backroll properties.
Kip Tech:
-wins against: may go over lows with good timing, may interrupt mids if fast enough
-loses against: whiff(leaves you open for launchers)
-advice: This is most useful if used rarely and if the opponent is spaced out from you a bit, since it tends to interrupt alot of attacks on startup. Its safe on block and gives a small advantage on hit.
Kip up Attack:b+3+4
-wins against: lows(hops over them)
-loses against: blocking, SW, mids during the beginning frames.
-advice: This is really hard to beat during it’s active frames as it’s range would stuff almost everything, but it’s at least -10 on block. It’s also sidewalkable. There are different versions of this depending of the character that are safer or they rise differently(this info is for the basic Kip up Attack).
Diving Attack:f+1+2_b,f+1+2
-wins against: most attacks done at the same time
-loses against: SW
-advice: Diving attacks are mostly for repositioning purposes after a knockdown and as a (poor) mixup after a forward or backroll. If you make them block the attack late in the animation you will get advantage, but if not it’s punishable. It’s hard to counter after the move comes out, but the fact that you have to forward or back roll first to use it puts you at a huge risk.
Ankle Kick:d+4 when FUFT
-wins against: highs, most mids
-loses against: blocking, SS, hopkicks
-advice: This is the fastest attack you have to wakeup with, but on block you will get punished(possibly launched). You’re even on hit though and you can wake up safely.
Mid kick:
-wins against: low crouch, slow attacks
-loses against: whiff, block
-advice:around -12 on block. You will get launched on whiff. Knocks down.
Low kick:
-wins against: highs, most mids
-loses against: whiff, block, hopkicks
-advice: Allows juggle on CH. Around -12 on block. You will get launched on whiff lol.
In general just be real cafeful about get up kicking. You won’t get terribly hurt on block. but you will lose 40% on whiff.
Standing up:
-wins against: Non guaranteed oki(stomps, etc)
-loses against: certain attacks will cause juggle state.
-advice: This is one of the safest options that you have since it can avoid alot of oki options and allow you to block a direction after standing, but you can get juggled with attacks during certain frames of the standing. Plus it hard for you to switch your block in reaction to an attack until you completely recover. Lets say, if you stand up and Julia is spacing you with 4~2,1 and you hold d/b to block it during the animation, if she swiches to f,f+3 you won’t be able to block it if they time it right IIRC.
make sure to tap 2 during quickstand to recover quicker
Lay down:
-wins against: attempted tech traps, refloats, etc.
-loses against: grounded attacks
-advice: This is the safest option you have to wake up in Tekken. While you do open yourself to strong ground attacks like stomps, you aren’t at risk to eat anything more damaging and you can usually tech roll safely afterwards. If they whiff something then just quickstand.
Side Roll
-wins against: most ground attacks if done early
-loses against: Bad guessing
-advice: This is also another safe way to get up(although slower), especially when you’re near the wall. The bad thing is that after the roll you end up in a worse defensive position(I think you end up face down if you were face up before), so if you guess wrong and they see the roll, then can oki you and make it generally harder to get up.
I might have gotten some of that stuff a little wrong, but that should get you going imo.