Could I get you to PM me an explanation? I got something Im needing this sort of thing for at the moment.
I will just post it here, maybe other people can find it interesting too.
For brevity sakes I am just going to cover wake up options in Tekken when your feet are towards the opponent with your body faced towards the ceiling:
*Do nothing. Stay on the ground indefinitely. You will avoid all moves that don't hit on the ground but if you keep staying on the ground you will keep getting hit by OTG moves.
*Tap up. Just rise up, standard wake up option. In this option you are going to be open to most mix up options as you rise up but you will avoid any option that involves them beating out a tech roll (discussed later).
*Press back/forward. This will cause you to roll back/forward and then get back up. You will avoid OTG moves but then you are open to move like a dash up attack as they will follow you for a punish.
Tap 1 while air borne and about to be knocked down. Tech roll towards the back ground. A good method of quick recovering but tech roll can be anticipated and punished by some set ups.
Tap 3 while air borne and about to be knocked down. Tech roll towards the forward ground. Same thing as above only in the opposite direction because it's a 3D plane.
Hold forward while air borne and about to be knocked down. You will immediately spring up and will beat most options if the opponent is right on you. This is very risky if the opponent is not up close because you then eat a mix up or even get punished if they anticipate it early.
On the ground tap 3. You get up at the spot and do a low kick. Usually beats some set ups by interrupting their attack instantly but if they know you are going to do a low kick wake up option then can just block it or they can low parry it for a free combo.
On the ground tap 4. You get up at the spot and do a mid kick. Similar to the low kick only this hits mid. Mid hits like these can be reversed or parried by some characters so you can't do it all the time like down + 3.
On the ground Down + 1. You basically roll while still lying on the floor and you roll so that you are face down to the floor. Basically what you do is change position, then roll back to avoid a bad situation but this wake up option is still susceptible to OTG moves.
On the ground Down + 4: You kick while still lying flat on the ground. You are still open to getting hit by moves that involve the opponent jumping up and hitting you on the ground but you can avoid quite a few moves with this if the opponent is right on you. If you aren't in range and you use this move you will be in a bad position.
On the ground back or forward + 1 + 2. You roll and immediately follow with a diving lunge attack. Useful for rolling back and then counter attacking if you see them doing an attack. Fairly safe on block on too but can be side stepped. If you use it and whiff it the recovery is a lot.
On the ground back back + 3 + 4. This is like the kick version of the above wake up option. IMO this wake up sucks ass and not even sure why its in the game. If it gets blocked its punishable.
This video covers the wake up options well:
http://www.youtube.com/watch?v=n4tt1bFxzNk
There are more wake up options in the game because the options are different when you are in different positions on the ground (feet away from opponent facing down..... feet facing opponent while face down.... feet away from opponent facing up). Some wake up options chain into other wake up options like I am almost positive you can do stuff like Spring up (hold forward while being knocked down) into dive lunge attack.