I've only tested TJ frames for Nat's moves down to the exact numbers, can't speak for other characters' TJ frames.
As for cancelling the crouch, you seem to have misread what I typed - after cancelling FC with KUZ, she may also have frames to TJ over grab attempts with Jump A/B. This is better...
Pretty sure Natsu has enough frames to jump after her 4A+B (pink bomb) is blocked [not sure if it works without KUZ]. Jump A and Jump B both TJ around the 3rd frame. If not, Jump K will TC then TJ very early on in the move.
SOTFD (41236B) is only ever used during setups like after knockdowns...
For anyone who plays on XBL, the GC is working again after being down for about a year, despite it running without issues on PSN since day 1. Apparently someone finally found the plug socket for the XBL GC server over at the mainframe.
Looking forward to some more high-quality public trash talking.
For Hover ("float") stance, you can back step out of the mixup then whiff punish. Alternatively you can step to the side then block low, this will cover both of her A and B options.
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How do you deal with Natsu's wakeup (stance) mixups?
If by stance you mean her Possession (PO) stance, it depends on when it's being used. Most of the time you can get up then interrupt her with a 2A or something else fast before she can reach and hit you. In some cases she can get in fast...