I’ll try to add and clarify on some stuff here.
Concerning backturned frames on wakeup: this is only on certain knockdowns. For example, pick Kim and do a cr.D, look at how the opponent falls and gets back up. Then do a throw into the corner and notice how they land backwards and get up backwards. Note that this state also persists even if Kim OTGs with d,d+D after the throw. This is why Kim can do something like high jump forward with j.A and it will cross them up automatically, even if they are in the corner, since they are getting up backwards. But no, not all knockdowns do this.
Kim:
-cr.B is cancellable and will link/chain to itself, good for a low option when you have your opponent down/cornered, but its range is smaller than cr.A so it’s not as useful as a poke.
-cr.C useful as a panic anti-air if you don’t have charge ready for Hien Zan (charge d,u+K).
-pretty much all of your jumping attacks are good, but I would place j.A and j.C as the most useful. j.A is a spectacular jump-in, especially after a throw into the corner. j.C is excellent air-to-air and can be used to jump in as well. j.C air-to-air can lead to large damage.
-f+B’s first hit can be cancelled into a D-Assault when you combo into it from close C.
-Hishou Kyaku (d+K in air) is useful for chip damage and fast, hard to counter.
-B&B combo: from cr.A or cr.B or close C, do QCB+P, QCB+C, d,u+A and SC second hit into Hou’Ou Kyaku, then OTG with d,d+D. You can replace the d,u+A with QCB+A and SC that, but it does less damage (easier to time though).
-D version of Haki Kyaku (d,d+K) is guaranteed after throw into the corner or Hou’Ou Kyaku or d+D followup from Hien Zan.
-Both versions of charge d,u+P have absolute juggle potential and can be super cancelled. B&B is after hitting with air-to-air j.C, land and juggle with C version, then SC on second hit to Hou’Ou Kyaku. You can also simply cancel the j.C into the air version of this move and then SC from there.
-The D version of the Hou’Ou Hiten Kyaku (QCFx2+K) has invincibility on startup but is too slow to combo. Both versions can lead to big juggles in the corner using repeat juggles with QCB+P strings.
-Kim’s dash is ridiculously fast.
Robert:
-Robert’s throw causes the opponent to get up backwards. Abuse this in the corner by following up with a highjump into j.D, then combo.
-cr.A is your best poke, it chains into itself and can be cancelled to b+B in order to do combos. Can be cancelled into specials as well. Also sets up dash into throw nicely. Awesome priority.
-close B hits low and can be cancelled into b+B. Good standing low option to land a combo.
-cr.C is your all-purpose anti-air, it works at almost any point in your opponent’s jump.
-cr.D is a decent speed low poke that is cancellable. Can be used in your poke strings to knock down, cancel to Ryu Geki Sen on block for safety/pressure.
-j.B and j.D are good for jumping in on people. j.D is also decent air-to-air.
-b+A is your high option on offense. It will link into cr.A on most characters, though there are some character-specific requirements such as crouching characters or only on wakeup. Gives some advantage if blocked, but unsafe to GCFS. Standard combo on connect is link 1 cr.A and then cancel to b+B to continue.
-b+B is used to extend combos and has pretty much no use when not cancelled into. It will cancel into any special and either super. It will also cancel into D-Assault, which is extremely useful. Best when cancelled into off of cr.A.
-b+C seems to have some upper-body invulnerability, though I’m not sure how reliable it is yet. Launches straight into the air when it hits. A standard midscreen juggle would be b+C, then jump forward with j.D/j.C, charge and do B version of Ryuzanshou when you land. Near the corner, you get longer juggles using multiple Ryuzanshous and the Kuzuryu Sen super.
-Ryu Geki Sen (charge b,f+P or K) is incredibly useful for pressure and screen control. P version launches and recovers faster, so it’s better for screen control. K version is for combos as well as having slightly longer range when it comes out. You can SC the K version into Haoh Sho Ko Ken and use it as a safe way to punish people for dashing at you carelessly (this also beats out Big’s lariat at longer ranges). Does a lot of damage. At long range, you can do A version followed by D version SCed into Haoh Sho Ko Ken and all three projectiles will combo for big damage.
-D version of Ryuzanshou (charge d,u+K) has invincibility. Can be used as anti-air, though not really necessary.
-Gen’ei Kyaku (f,b,f+K) cannot be techrolled and combos from b+B. Combo can be somewhat unreliable though.
-you can juggle with B version of Ryuzanshou after hitting someone with Hien Shippu Kyaku (QCB+Kx4) in the corner. Unfortunately, Kuzuryu Sen is too slow to combo here.
-Ryuko Ranbu (QCF, HCB+P) cannot be techrolled. Standard combo super. Can be comboed into after b+B (A version only) or after SCing a K Ryu Geki Sen.
-Kuzuryu Sen (charge db,df,db,uf+K) has absolute juggle potential. Does massive damage in juggle combos. Can be used after an air-to-air j.D, but will not net full hits unless you are near or in the corner.
-B&B combo is cr.Ax2, cancel to b+B, D Ryu Geki Sen super cancel to Ryuko Ranbu. Other useful combos are Gen’ei Kyaku after b+B or D-Assault after b+B.
-Robert is an extremely well-rounded character that can play offensively or defensively. If played offensively, it is best to get accustomed to using his normals more extensively than his specials so that you will not be caught off guard or slow your pace down too much by stopping to charge. At range, use Ryu Geki Sen to control space and punish jumpers with air-to-air moves or cr.C. Once you get inside, mix up with b+A and dash throws to get knockdowns and set up your combos. Poke extensively with cr.A and mix up with dash throws or pressure with Ryu Geki Sen.
More later.