You're on large advantage when someone breaks your mount takedown, if you're in half guard then I think you're only at a small advantage or even.
After someone breaks the take-down press P for a follow up punch that's 7i, it will stop anything they do and it's -6 if they block it. (Buffer a throw break)
To add to what I wrote yesterday:
On lightweights after CB you can get 6H+K (Or 33P) > P6PP > 3PP > K for the most damage I could find; OR 2K for an untechable and 8 less damage.
(Light weights and Mid weights) On CH, or after a sit-down then 6H+K or 33P as the launch: P6PP > PPP6P nets the most damage for a combo(I'm not 100% if this is the right combo I'll have to check when I'm back on my Box); or if you know they're going to tech and wanna be fancy you can do P6PP > 3PP > P > 9P.
Anytime you get frame advantage her takedown is probably your best option. If it's broken you can do a 7i p out of it to start a new combo.
The kicks from K, PK, and PPK all give +11 on NH so her takedown is a great option. IF they SE it's only +6 and the takedown will ONLY duck high attacks.
Anytime you know someone will tech after being knocked into the ground, 9P is a great option; it'll beat anything they do (the only that that will stop it is a mid wakeup), it's only -1, and if it's held it only gets sidestepped and you're still only at -5. 3H+K works well, too; it's -4 on block, on hit it gives a free ground throw. Unfortunately it can be held though. Her take-down, like in every other situation is also a great option.
The second hit of 3PP is a sit-down, P+K is a sit-down on NH, the P from KP is a sit-down on NH (If K whiffs), and 7K charged fully is a sit-down.
My favorite whiff punisher is 4H+K, it's range is ridiculous.