ok, i’ve found ground move -> option select against chunli’s backdash!
meaty crLP/crLK/stLP -> (f+HP -> ) stMP
if you hit with the last active frame of lights, you will have:
crLK: +6F
crLP: +7F
stLP: +9F
Recovery frames are same on hit/block or on whiff, but as you know, there is a “freeze time” if your move hit.
If you do it well, f+HP wont come out on block/hit.
To try, just record makoto, from far, doing crLK(whiff) -> f+HP. Then, play the dummy, and guard this. If f+HP doesnt come out when you block, you have the good timing.
here is the tricky part. You have to confirm if your light hits.
If you just do crLK -> stMP, it’s mega easy. (thats why I use meaty crLK -> stHP -> feint -> stMP -> EX oroshi. Better :p)
but with the “f+HP” input, you lose some frames because you’re not a robot with your fingers.
That’s why i use stLP for this option select, because you have more frame to push stMP!
When you do meaty stLP -> stHP, it ULTRA easy. With f+HP OS, its almost impossible (at least for me. Need practice :p).
But meaty stLP -> f+HP -> stMP is ok. (you see, 1 frame changes everything. hhaha)
I let you test it, and tell me if you find better things.
Watch out, this OS loses to EX sbk…
stLP has 5 recovery frame. But if you want to meaty hit, you have to add the last active frame (so 6frames).
EX spinning bird kick becomes active at the 6th frame you get hit just for 1 little frame
I have to find setups for crHP and backthrow, to hit with meaty stLP now.
For EX oroshi, it’s:
dash -> straight jump +normal (whiff) -> meaty stLP
i think backthrow -> LP hayate -> dash -> meaty stLP works.
and
crHP -> crMP (whiff) -> dash -> meaty stLP works too.
But i’m not sure they hit with the last active frame…