cr.mk was 18 frames in SSF4
cr.mp was/is 22 frames, I don’t remember if it was 24, but regardless, lets say 22
18+22 = 40 frames
cr.mk on hit has 5 frames of advantage ergo 2 frame link to cr.mp, if we hit on the last frame, which shouldn’t be hard if you are good with cr.lp - cr.mp, same tempo. you need one more frame.
Its not hard to press down and delay for about 1-2 frames so that you get the extra frame that you need to complete the charge, especially on controller since you can simply slide.
It was also acceptable to throw away 1-3 frames away because of the low throw game Cosmic Heel provided.
and if we don’t want to hit on the last frame, its not hard to delay for about 2-3 frames, which isn’t hard on the controller since you can agan slide into position. If people can hit U2 of a Cosmic Heel, this is very possible and very easy to do.
The reason I didn’t like it, even though it’s still possible, is that people react to animation in this game, if people can react to throws, they can react to you sitting there for about 4-5 frames to get adaquate charge. I also didn’t like it because that combo was guaranteed on everybody, vs st.lk - cr.lp - cr.mp which only worked on 70% of the cast and did not work at all against critical footsie match ups: Balrog, Abel, Zangief (oddball here).
Its possible, and Makoto was doing it a lot towards the end of Super, @Joker, im not searching through youtube for 2 year old videos, the math speaks for itself.