Hey, I didn’t get a chance to do extensive testing, and I’m still not home. I didn’t even have time to reedit my post to say that I only recorded it like 6 times and got it to work twice. I figured the fact that I got it to work twice on Ken’s HP DP on this terrible HD TV would mean you guys would easily execute it with some tries. I also had no idea it was frame perfect, where I was just throwing darts. Lucky guess with the s.lk on my behalf. In a nutshell, though, when I got it to work successfully, the jn.hp tagged Ken in all positions (crouching, holding back, holding forward, etc) and when he HP DP’d, Makoto blocked. One time when I recorded it, the jn.hp whiffed entirely on Ken, and the other times where it failed, I just got DPd. I didn’t bother testing it on Ryu because Ken’s HP DP is better in every way (range, far iframes, etc) in my opinion, but in hindsight I should have tested it on Ryu’s MP DP. I haven’t really done much since.
My empty jump U2 setup off of backthrow on twins no longer works. However, there are some setups I found with a delay in AE that will probably be frame perfect now making them much easier, so once I fix the DC port of my laptop, I’ll try some out. Despite how dissapointed I was with her backthrow changes, I am now pretty excited to find more setups because now it seems final AND I have the option of an easy-breezy safejump setup off of the same buildup for tsurugi nonsense. I tested out my oroshi >tsurugi setups in matches and from what I can tell by reactions from players and friends and replays, they all still work (the ones I used).
I would also like to point out that where before backthrow > c.hk > j.hp crossup had a frame or two delay, now it should be MUCH easier to execute with high consistency on the characters it worked on like Sagat and T Hawk. There is SO much work to be done with Makoto, to the point where I feel like the character is in a new-born state of infancy. While it’s tedious at times, the payoff is great.
Edit:
And yes… Mashing dash after a backthrow is INFINITELY easier than perfectly timing a s.lk after a backthrow, which is also why I’ve favored finding setups that start with dash. You can input dash twice or so and you’re guaranteed to get it, where perfectly timing a s.lk with this new delay is rough for right now. Even after getting used to the delay, the timing will still be super rough.
And to VRyu again, I’m starting to think that perfectly timing the s.lk after backthrow isn’t the only factor. I think the jn.hp must be pressed at a perfect time too, now making what seemed like a great setup at the time under the assumption that SD will make it much easier seem like a complete waste of time.
Especially considering that backthrow > Dash > empty neutral jump > c.lk+c.lp is a PERFECT and EASY setup to delay crouch tech against 3frame DP.
I was also doing backthrow > dash > empty neutral juimp > LK karakusa. It can be thrown, but it catches backwalk, and if they do a reversal or AA timing DP, Makoto blocks every time instead of karakusa. The delay crouch tech is a much more sure-thing because of teching, being safe to DP, hitting low after an empty jump, and setting up OS for backdash, but I just wanted to say that karakusa bit because I have used it with tons of success against 3 frame DP on wakeup.
Just like in every iteration, you can delay anything. With Makoto, you can replace karakusa or crouch tech with s.mp if you want after the empty neutral jump, and if they DP you’ll block. The slower the reversal though, the harder. This setup is just super convenient against 3 framers where doing a jump normal meaty is convenient against 4+frame reversals.