Okay, I may be totally off base here, but I “think” i have the concept right.
two examples: cl.hp xx red focus hits and crumples, but cl.mk xx red focus does not
If you cancel cl.hp into red focus on the first frame, balrog has 4A+16R+2H so ~22f to act before the opponent comes out of hitstun, so if you red focus, it has 21f of startup and it will connect if in range. While in contrast, if you cancel cl.mk into red focus on the first frame, balrog has 3A+13R+0H so ~16f to act beore the opponent comes out of hitstun, so if you red focus the startup is greater than the opponents hitstun, so they can block.
We’re talking about the same thing right?
I was playing with the delayed cancel concept you put up on your utub. It’s specific to the combo right? e.g. you can’t do it with walk up cr.lp, cr.lp, cr.mp because the duration of the string isn’t long enough to get the charge? Kinda like comboing into smash after the keno special uses the extra travel time of the ex.ru at max distance to add enough charge time to be able to cancel into a dash punch off of one hit?
It seems like valid delay cancel starters would be:
(1) cl.mp, cr.lp, cr.mp
(2) cr.lp, cl.hk, cr.mp
(3) cl.hk, st/cr.lp, cr.mp
Although cl.mp is easily the best because of force stand and seems to work on significanly more of the cast than those with cl.hk
Also cr.mk, cr.lp, cr.mp seems to be a self-charging combo (like cr.lp, cl.mp, cr.lp, cr.mp)
[For those trying to see the difference doing one of the above delay cancel strings without any charge and attempt to cancel into lp.oh; with its reduced startup, it should be significantly easier versus doing any of the other dash punches.]