One of the interesting new mechanics added to Marvel vs. Capcom: Infinite is the fact that jumps have a small window of invulnerability against low attacks during their start up. This mechanic seems to have been added to help players deal with the oppressive offense that can be created in this game.
A side effect of this mechanic however is that it makes jumping out on wake up after a hard knockdown. This effectively weakens offense in one of the few traditional okizeme situations in a series where traditional okizeme is already pretty much nonexistent (thanks to fully invincible tech rolling).
In a new video however, TOOLASSISTED has broken down how players can still use properly timed meaty attacks to catch players trying to jump up on wake up.
MVCI MEATY VS WAKE UP INV LOL
FRAME 1-4 = HIT
FRAME 5+ = BLK
— TOOLASSISTED (@TOOLASSlSTED) October 5, 2017
Basically, any more that has its hitboxes out during the first four frames after wake up will catch the opponent. The same applies to throws. If the hitbox (or throw box) connects on the 5th frame, the attacks will be blocked (and throws will whiff).