Well, there are ways out using the game mechanics, for Altron. If Dragon sweeps you and throws out flags, you will be able to quick rise for sure. Dragon has to choose whether to cover you on normal wake-up, or cover your quick rise (thruster button when knocked down). He can’t really cover both and has to guess/read. Flags are too slow to cover quick rise, even when cancelled right after his slide. So basically, if you’re more worried about being pinned by unblockable flag setups, that’s the time you’ll want to quick rise. You should also be able to dodge on wake-up as well, I think. Press up during the dodge for the dodge jump though to get you out of it. Other than that, you’re right, Altron has no real reversals. The same more or less applies to any meaty situation. Quick rise is not a universal choice though. There are frames where you can be hit during the quick rise and you’re not yet able to block. It’s vulnerable if you are too predictable, so just keep that in mind.
In this game, you’re rarely truly forced to remain in blockstun. Something worth knowing and never forgetting is that you can always cancel your blockstun into dodge if you have the boost meter ready. And it really pays to know when dodge jump (press up during dodge) is especially useful. If Deathscythe is laying down Atomic Slashes to setup unblockable swings, that’s really something you wanna make sure you dodge during his follow-up swing, or dodge jump earlier to get above it and counter if your character can make good use of that.
The stun grab is certainly harder to land than grabs in street fighter, but yeah, hell yeah I use it! I try to grab Mark’s GP02 fairly often, for example. In my videos you’ll see some of that. Grab is also really good against the characters that don’t have dodge, but have i-field barrier instead. I found that to be one of Quin Mantha’s weaknesses when I was playing her a lot. It’s also worth noting that the grab can catch airborne opponents. Chicken blocking (holding up-back) is really good in this game, but one of the things you can do about someone trying to abuse chicken blocking is grab them. Also, there is psuedo-throw teching in that both players get stunned, and the effect is really just similar to a throw tech in any fighting game. Kind of a weird thing to me that worked out right. But yes, I’d insist that grabs are good. You can get them to work more easily in some match-ups than others though. I pretty much don’t try to grab Rose ever, but most characters can be grabbed after a well-placed dodge, I’ve found. Grabs are also still good of course when you’ve really conditioned your opponent to block. Still working on tick-throwing, though. It exists in this game, but it’s not the same animal that a street fighter player would know it as, I think.
Juggling… Ummm, basically, with any knock down, over-heat or otherwise, you can’t juggle normally. Only supers can juggle or OTG. You can continue to hit opponents who are knocked down though with regular or special attacks once their bouncing state has ended and they are fully knocked down. They’ll just remain in that state though until they wake-up or quick rise. I think that answers a few of those questions?
As for what you should do after an over-heat, well, that’s a whole new can of worms. Sometimes the best thing is to treat it like any other knock down. They may quick rise, so have anti-quick rise tech. You could just get some extra damage in with normals or a special move, yes. Sometimes with RX-78, for example, I like to run up closer to them and spam vulcans on them for a few extra hits, and force them to block if they didn’t quick rise. Depending on the character you’re playing, and how many hits are on the combo counter when you scored the overheat, you may still want to juggle with a super. Another RX-78 example; if I land a s.HP xx super (instant overheat lol), that’s only 2 hits on the combo, and following up with another super will take a big chunk out of the next bar already. If the combo was long before the overheat though, I wouldn’t do that. Another of my favorite things to do on any knock down or overheat is meaty unblockable. Works pretty well with basically any character.
Random interesting tidbit, if you cause an overheat with Burning’s Heat End, then cancel into super, the opponent will remain in a standing state, despite being over-heated. This causes a lot of post-overheat damage
Special moves like Dragon’s dp or Heavyarms slide and gun just don’t combo correctly. Poorly designed moves at the end of the day. =/