You could record the dummy to perform the sequence (make it mash st.LP afterwards) and then test out buttons with various start-ups.
From my tests, the best we can get on block is -2 (using either st.MP or cr.MP xx v-skill). Everything else is at least 4 frame jab punishable on block.
It works the same way with any string that ends in a fireball that doesn’t hit on the first frame. Also, cr.MP whiffs against standing. Also, you can do the short on reaction to her lunging forward so charging doesn’t work.
Then change the light moves. Try 2LP, 5LP instead, and cancel 2MP into M Bolt. The lights all have different amounts of knockback. I’d been doing similar experiments with these strings and found that if you cancel off 2MP you trade with reversal 3 frame normals and beat out anything else that doesn’t go completely underneath the Clap. I’m fairly sure a number of the examples in your video wouldn’t work if you try it this way.
You may have a point with the reaction, but the blockstring you’re using is not optimal for this setup. I think more experimentation and application needs to be done first before writing it off.
It’s really tough to consistently try setups because you can’t record the dummy doing a v-reversal. I tried setting up a macro that first performed the reversal and then a setup, but the timing was all over the place. I think what I was trying was something like, avante, cr.lp, cr.lp, st.mp but I can’t remember. Sometimes the avante came out as the opponent was waking up and sometimes it came out on the first frame. I have no idea what changes up the timing because the hitstop and everything should be identical from the moment you press v-reversal.
I can’t find the frame data anywhere. Anyway, the goal would be to find a setup where st.MP hits them 3f after they wake up on quickrise, because then you’d get a ch setup, and the last active frame would hit meaty on back recovery.
I tried having three different recordings, one with immediate fireball and two with delayed timings, off of cr.MP. I’m tremendously sleep deprived but I could still hit them with short on reaction every time. I didn’t feel like going over the whole cast again, but I tried cr.MP against half or so and they all interacted the same as they did with cr.HP.
If I have the time I’ll do some testing myself later today. I wouldn’t consider that setup to be reflective of ‘on reaction’ though as with all of your recordings you’re expecting the opponent to do Clap, even if the timing is varied.
Alright, so I tried cr.LP, st.LP, cr.MP xx MP fireball against the entire cast and everything that worked against HP also works here, plus these additional things that weren’t true for HP:
Gief can SPD you even while charging. I forgot to test this against the HP variation, but it works against this one at least.
st.LP whiffs against Chun. With cr.LP, st.LK, cr.MP the MP whiffs, so neither work.
Ryu can trade with st.MP.
Nash can trade with either MP.
Ken can trade with a million different buttons including cr.HP, which combos to the last hit of LK tatsu. Forgot to try to combo to DP. cr.MK also wins cleanly which it didn’t with the HP variation.
Bison might’ve been able to trade with jabs, I can’t remember if that worked with the HP variation.
Cammy’s cr.HK doesn’t trade, but flat out wins. b+MP also wins cleanly, but I forgot to check if that’s also true for HP.
Birdie can command grab, which got counterhit in the other variation.
Vega’s cr.MK wins cleanly instead of trading. A lot of buttons that lost to HP trades instead.
Dhalsim wins cleanly with cr.MK.
Necalli can trade with st.MP. I don’t think he could do that against HP but I’m not entirely sure.
It seems to actually be worse than the cr.HP variation.
Is there a reason why the string st.lk,st.mp,cr.mp isn’t used?
The cr.mp doesn’t wiff against standing ken at least and none of the string can be jumped out of or jabbed even by 3 framers, the st.lk also serves as a perfect tick into HK wheel and can’t be 3 frame jabbed.
Will need to test against the entire cast, but feels like a good string to use after a crossup or f v skill.
-edit
Yeah, you can’t jump out of this or walk backward out of it, or 3 frame jab out of it. The st.lk sets up a tick that can’t be 3 frame jabbed out of, the blockstring is an easy confirm from crossup j.mk,st.lk (crossup j.mk hits, then add on another st.lk link into L or ex bolt.
The string is very close to perfect. The only thing is it will lose to v reversals and reversals in general… But I digress… You can cancel the last st.mp into m fireball and have up close frame advantage for a decent gap, and since the entire string is very anti buttons it sets up forward and v skills and ex command grab nicely…
Unfortunately I was thinking of the wrong thing (sadly I don’t have it all committed to memory just yet). 2LK, 2LP, 2MP xx H Clap and 2LK, 2LK, 2MP xx H Clap however will win in some of these scenarios and not others.
You simply can’t just try and take the one blockstring and apply it to the whole cast, it’s a much too rigid approach. In some of these instances you’re going to want to switch up M and H Clap, as you’ll have one which is safe on block, and another which isn’t but will stuff any attempt to press a button.
I don’t know about you but I plan to look further into these as I think it’s going to have some variation depending on the character you’re facing and the behaviour of your opponent.
That’s the string I’ve been using. st.lk also combo’s to st.mp on counterhit. And obviously st.mp combo’s to cr.mp on counterhit. So if at any point you get a counter-hit, you can confirm into damage.
st.lk (CH), st.mp xx medium Bolt Charge
st.lk (CH), st.mp, st.mk (target combo) xx vtrigger into basic Laura stuff
st.lk (block), st.mp (CH), cr.mp xx medium Bolt Charge
st.lk (block), st.mp (block), cr.mp (CH), can only combo to Super
You can put the training dummy on random block and counterhit and try to confirm. It’s very consistent.
It is used but you have to watch out because some normals, particularly standing, have too much pushback in their reeling animation for cr.MP to connect. Setting the dummy to one hit guard and counterhit isn’t the same as one hit guard and having a normal as guard reversal. I think Chun gets pushed out too far even out of cr.LP.
Well, I mean, of course cr.LK, cr.LK, cr.MP will work because it hits on the first frame. It defeats the purpose of the string. You’re risking to get punished by mediums for the chance to be +3, it’s nonsensical. Also, cr.LK is -2 on block so you have a 7f gap between cr.LK and cr.MP. I can buy that it’s too fast for them to realize that they should be pressing buttons if you do just one but anybody that’s not terrible should be ready to press buttons after two. It’s not real in the slightest.
As for cr.LK, cr.LP cr.MP:
Short works in all instances they did in the other variations.
Rashid - cr.MK still works.
Laura - cr.MK still works.
Mika - st.MP still trades and combos to EX peach.
Gief - SPD still works.
Ryu - cr.MK still works.
Ken - I forgot to try this with the other variations but LK tatsu wins. Doing an LK tatsu there is a lot more reasonable than it might sound because it’s 3f startup and will beat any button you can press that will reach. It’s a bit off the deep end as far as finding counters go though.
Bison - cr.MK still works.
Dhalsim - cr.MK and sweep still work.
Fang - cr.MK does not trade, so that’s a win I guess.
So everything I showed in the video but FANG’s cr.MK still applies.
I’m not opposed to the idea of tossing it out like once a game because it’s tough to react if you’re not looking for it, but if you’re ready in the slightest it’s super easy to check with a short. When you’re cooking up baits that have a lot more risk than reward it sort of sounds like you’re not interested in doing it once a game, but using it as go to pressure and that shit aint real. I’m also on board with using it against characters that can’t check it with a short, but that’s like 3 characters.
Also, holy fuck, I just noticed that recordings persist even after turning the game off, and are character specific. I accidentally chose Chun as the dummy and it still had IA legs in the recordings. That’s pretty sick.
Yes, the whole cast, except Chun. She has a smaller hurtbox when crouching than the rest of the cast. One of the things that makes that matchup so shit is that a lot of strings will whiff against her, including a second st.LP after LP bolt so you’re left without a confirm unless you’re close enough for st.LK, st.LK.
I’m working on it. There’s too much text for one post so I’ll split it up.