Ex parabellum (LATE CANCEL L DP) forward jump lk covers both rises. It hits the quick rise a bit late, but meaty in back of the characters sprite, it hits the back rise very meaty in front of the characters sprite, same timing (the fireball is the meaty, not the jlk)
If you do an immediate L DP cancel and dash, it covers the quickrise but not the backrise. Doing this delay covers both rises with no need to dash, but you do have to jump forward to get this to work because the forward jump moves the opponent closer to the fireball.
Tested on ken.
-edit
The jump coverage only works against crouching ken. To cover both rises against someone standing you have to dash forward once instead of jumping forward.
Kolins st.mp is +2 on block. But her st.lp>st.mp target combo is -6 on block.
Do st.lp slight delay st.mp to get +2 in situations where it looks like -6.
Practice doing the real target combo with as much delay as possible while still being able to combo, and the non target combo with as little delay as possible while not comboing and the situation after the TC is very hard to judge.
If you do the target combo as fast as possible, and delay the non target combo by a good margin then there will be no ambiguity to the timing and it will be very easy to see. Timing well enough to make the situation ambiguous is an expert level technique and not easy to master.
Frame trap with st.mk.
Mk dash>cr.lkx2,st.lp (3 hit confirm) xx special is a thing and a very easy confirm into m DP oki or ex parabellum.
I’m an idiot I didn’t know freezing an opponent made them drain health slowly. That’s cool but also slightly useless because it’s like what, 50hp? It’s like one jab.
You can combo vanity stepP after ex Parabellum midscreen or in corner. If used midscreen she can dash up and beat 3 framers with cmp(I’m sure other buttons as well but only tested cmp). Leaves you at a great position and only 10 less damage and stun then airgrab, the very slight less damage is fine to give up for the great advantage vanity step P gives her. Her best corner ender no doubt leaves you with huge advantage and you stay in front.
You have to cancel it super late but it’s very consistent.
well, i found something that complements the “auto kara st.mk” tech that was posted here, if you press st.mk and dont press anything else, kolin wont move at all, but if you hold down after the st.mk, whiffing or hitting, it will move kolin 2 squares forward in the training room, cr.mk is the same just that if you dont hold down, it will move forward by 1 and a half of a square, may be good for some obscure whiff punishing and spacing/footsies related tech.
Tested FrostTouch on Akuma a bit. It seems that what counter should or can be used depends on literally how high Akuma is on the screen.
It most noticeable with DP’s. In the beginning of animation you can parry him with MP.Touch and from middle to end with HP.Touch. For fast LP and EX.Dp it means that if you stand close you MUST use MP.Touch otherwise it will become active before going up enough. But if you stand further (max MP distance) you can use both. For MP and HP Dp you can alwayse use both.
For Tatsus it is almost the same. LK.Tatsu must always be parried only with HP.Touch. MK and HK.Tatsu can be parried with MP.Touch in the beginning and with HP.Touch in the end. For MK and HK.Tatsu you can practically use both.
I was checking it on guard recovery mostly after MP. For buttons with other adwantages and pushback it can be a bit different. For example to parry EX.Dp reversal after blocked LP, MP.Touch must be cancelled not linked and after MP it must be linked, not cancelled.
From practical standpoint though it’s all irrelevand since both DP and Tatsu are punishable and there is no point in parrying them.
The only real problem i see with this is that if Akima knows that you are fishing with a parry on pressure he can risk to use LK.Tatsu and it will beat your MP.Touch attempt.
f.HP must be parried with MP.Touch which is because it becomes active when he is on the ground after airborn frames. f.HP i think also can blow up fishing with parry because it’s becoming active so late and MP.Touch will whiff.
Other that that there are no surprises.
f.MP must be parried with MP.Touch. Demon > Slide must be parred with LP.Touch. All air Demon followups, AirTatsu and ji > d.MK divekick must be parried high.