cr.MP link out of HK CW
I was fooling around with this in the lab and I figured that there really is no reason to avoid using it.
What it is
Linking HK CW> cr.MP> cr.LP xx Rekkas out of instead of using cl.HP xx Rekkas
Why you’ll use it
The range at which you use cl.HP has a certain limit to it. Surprisingly this limit is the perfect boundary for you to hit cr.MP and link it to cr.LP immediately after. That said anytime you can go for the cl.HP link, you should be able to pull the cr.MP link as well. Any range beyond that, you should use cr.LP directly.
The damage at maximum from this is 329, while the HP link is 369. Straight cr.LP xx Rekkas is 286. From this, it’s roughly a 40 damage increase per level of risk you’re willing to take, and I do mean to say that the risk ascends with damage. Here’s why:
Suppose you hit-confirm 3 hits of HK CW. You’re now in a position to do a Rekka combo on the opponent if you can hit that one crucial link. Your choices are cl.HP, cr.MP> cr.LP, or cr.LP. The reward is all the same, save for damage differences. Here are the worst case scenarios…
cl.HP: Miss the link, hit HP Rekka for the first one and then stop. Now you’re punished by mashed Tiger Uppercut or cr.MK Hadouken.
cr.MP: Miss the link, you’re now at a +2 frame advantage, with no Rekka coming out. OR, you hit the link and then mess up the following 2-frame link. HP Rekka comes out and you’re punished.
cr.LP: Miss the link, hit HP Rekka for the cancel–punished.
Between the three obviously, cr.LP is easiest to hit, so the risk-reward equation balances out there. For cl.HP, however, the risk is much greater if you miss the link than if you missed the cr.MP. Since cr.MP can’t be canceled directly and causes momentary blockstun, you can halt your next motions if you feel the opponent is about to attack you.
Thanks to the spacing provided by pulling 2 normals instead of one, HP Rekkas should also be slightly safer to pull if you do mess up the second link, which is also a plus. Of course, LP Rekka would be safest still.
cr.MP on hit also gives +5. This is obviously an excellent frame advantage for linking into Super, especially since the two normals that you must hit following the CW are crouching (2-in-1 motions are possible here).
Lastly, the +2 on cr.MP makes for a nice frame trap in the case that you’re facing a character like Chun-Li who likes to fish for cr.LK xx Lightning Legs whenever possible.
[edit] Super cancel from cr.MP> cr.LP is 480 damage, cr.MP> cr.MP xx Super is 516, cl.HP gives you 536. The damage difference at maximum here is 56 now, still not very significant considering you’d waste your whole Super if you missed the cl.HP link and canceled directly.
Ask yourself these questions
Is an additional 40 damage worth putting myself at risk of missing a 1-frame link and directly canceling that into an unsafe move?
*Can I hit a one frame link?
Can I hit a 2-frame link?
Am I able to tell the difference between close range and far range in the case of cl.HP? (cr.MP will save your ass there if you expect cl.HP but far HP comes out instead)*
If you think that you have consistency with this, I suggest that you use it in the future. 40 damage isn’t very much when you weigh it against safety, an additional frame trap, and a 2-frame Super hit-confirm IMO. Use at your own discretion.