Regarding breaks from the ground throw positions:
1) From mount it appears your P will beat whatever, correct? What about the takedown cancel knee (also available after the break) or another takedown? It seems like a strong option is to mix between the two strikes and a takedown, but if the takedown isn't fast enough to eat an attack or the knee isn't fast enough to beat retaliation then your options are obviously more limited.Also, I'm not sure of best options on hit from these; i think takedown cancel knee just launches, but the punch is just a standard critical stun, no?
2) What about throw breaks from side control or sprawl? You can't get the the the attacks from takedown feint on the breaks from those throws, and it looks like you're at disadvantage. Are you just at a reset/disadvantage there, as opposed to being able to keep pressuring after a mount gets broken? I do like being able to go all Vandelei from the sprawl for style points, but practically speaking it seems like knockdowns allowing mount are optimal since you can either get damage or keep on the pressure from those.
3) From testing against fastest stagger escape and fastest hold timing, it seems like the optimal combo to fish for for practical purposes is either p+k or charged 7k to get the sit-down stun and then follow with 3p. You have the option to launch with 33p, 6f+k ,or 9k at that point or to try for a CB; after launch, I'm just grounding with p+k. The p+k, 3p, launch, p+k sequence is around 60 pts depending on the launcher, if memory serves, and then you get either 15-45 points of ground throw damage or you can keep up pressure after a break. However, is there a better way to guarantee a ground throw than just p+k again? Otherwise I'd rather be able to keep up pressure.