First, you can get a somewhat useful mixup after landing from hitting a Hk ST by immediately do a Lp roll. Depending on how deep you hit, this will put you either behind or in front of your opponent. (Obviously the deeper, the more likely you’ll be on the other side).
It’s not as useful as a dash under or anything but if you time it right it can’t be punished and you have plenty of time to meaty a cr.mk which is always good. If you want the gimicks, you can go for a cross-up wall dive after.
It may not seem too useful but it’ll keep them on their toes.
Another weird thing is noticed is that you can cancel a roll into super. I can’t really find a good reason to use this honestly. I’ve only landed it once via my opponent mashing an ultra during the roll.
I was trying to figure if you you could cancel claw toss into super, but I haven’t managed to pull it off.
Anyways that’s all I got. I’ve really just been working on the whole taunt cancel thing as of late. Neat stuff, if only for a little flash in a match.