I see your point. I was thinking more along the lines of what would be best for the option that the opponent backdashes and you execute the ultra. I think a lot of people may have the problem of having their opponent being hit by the cr.LP and still doing the Ultra because the cr.LP animation is indeed so quick. I think it would be a good alternative for those that can’t execute the Ultra input quicker than a crouching jab can finish its animation.
And I promise I’m not arguing just for the sake of arguing as I really love your idea, I’m just trying to stimulate some thinking on everyone’s end. Well without charge I suppose you could cr.LP -> close HK -> cr.MP xx Dash Straight very tricky though. But with cr.mk you also have the option of cr.MK -> f.LP -> f.LP xx MP Dash Straight.
Wait a sec…I don’t have time to try this one out rainscape, but lets suppose you don’t have a full super meter and thus don’t have the risk of executing the super by mistake with this option select. If you threw out the meaty cr.LP, then F, B F, B like you suggested but instead pressed all three kick buttons, if the meaty cr.LP connected you would have the possibility of linking into a st.HK or st.MK from the ultra input if you use 3k instead of 3p. Without charge cr.LP -> cr.MK is kind of a dead end, but cr.LP -> HK -> f.LP -> f.LP xx MP Dash Straight is good for damage, hell even cr.LP -> HK -> f.LP -> f.HK (which i know you threw that out there already) but I like the idea of the ultra input doubling as a possible link from the original cr.LP, it would require less button mashing and trying to see what happened and reacting. Just a thought I will try it out when I get time, I’m sure you will probably play with the idea as well.