@Tooserius
maybe it was my list? I’ve added a few too
tech traps for different KDs - all on grounded opponents. will beat anything that’s not invincible.
roundhouse tatsu, quick rise - slight delay s.LP then throw or b+MP
roundhouse tatsu, back rise - dash in s.LP then throw or b+MP
roundhouse tatsu, normal wakeup - whiff c.FP then neutral jump rh - confirm with c.mp midscreen. b+mp in corner.**
** this setup can be a safe jump. it’s not as foolproof as I’d like, there is maybe 2 frames of wiggle room in here that will either make your jump in whiff, or make it not a safe jump. still the timing is ambiguous in this game where you can’t FADC and don’t have to worry about OSing an invincible backdash it’s a pretty good way to bait DPs. even vs. SRK characters that can’t be safejumped, don’t press a button while you are in the air and you’ll get to block their reversal attempt and take your CC punish
mk tatsu, quick rise - one dash s.LP then throw or b+MP
mk tatsu, back rise - two dash s.LP thne throw or b+MP
mk tatsu, back rise - hold-up forward looks like a safe jump to me
fierce SRK vs grounded opponent, quick rise - one dash s.FP crush counter combo
fierce SRK vs grounded opponent, back rise - one dash s.RH crush counter combo (need very slight delay here or your RH will whiff)
this is vs. grounded opponents only, vs airborne that will mess with the timing. you can adjust but you can get fucked over
AA MP SRK, quick rise - one dash s.FP, delay as necessary to compensate for opponents height
AA MP SRK, back rise - don’t dash, just throw hadouken
I was gettin murdered trying to consistently punish buttons on an AA MP SRK, when they backrise. I can’t find anything that great for it so instead I just throw a hadouken. Depending on which one you use, you can make it hit very meaty and then use that to safely cover your approach or even combo into step kick. That works for quick rise too but you can get a stronger mixup by dashing up and either pressing s.FP early if you know they are going to press a button, or walk up further and throw/s.LP into throw/frame trap