SRK motions are definitely lenient on each input, and :r::df::r: works. It’s the only annoying “shortcut” to me, because it triggers when I hesitate between a crouching or standing poke and I don’t think it would have happened in other games. Even :uf::db::uf: counts though, since it covers all the lenient forward-down-forward inputs.
Anyway, some info on landing frames/trip guard:
-After a jump, there are 4 landing frames where you cannot walk/dash/jump again.
-If you empty jump, you can block immediately upon landing (standing or crouching, no difference), or do an attack the instant you land.
-If you attack in the air, then you cannot block for the first 2 frames when you land, and can’t attack for all 4 landing frames.
-You can always tech throws that grab you during your landing frames.
-If you attack in air and then attempt to attack during your landing frames, the attack will be buffered and performed as soon as the landing frames are over.
Important:
The landing frame buffer is particularly weird, and I think most people don’t know what effect it can have. If you try a link combo on the ground, your muscle memory is going to be based on a move taking X number of frames to hit. If you try the same link combo off a jump in though, and you press the first button during the landing frames, the attack won’t come out right away. The game still registers the attack, but it won’t be performed until AFTER the landing frames, so the attack can effectively take a couple extra frames to hit. This changes the timing for links, and can easily cause you to drop combos that you do by muscle memory. The way to avoid that problem is to manually delay your attack slightly when you land, so you don’t time it during the landing frames.
Anyway, how landing frames affect safe jumps:
-Invincible attacks that hit on the 3rd frame or faster cannot be safe jumped (your attack would whiff during their 1st startup frame and they’d hit you during your 2nd landing frame).
-Wakeups that are 4-5 frames can be safe jumped, but can’t be hit by option selects.
-Wakeups that are 6 frames or slower can be safe jumped, and then hit by your own invincible move as an option select.
-Invincible command throws cannot be safe jumped. Even though you can block, they grab you before you can do something that would actually avoid them, like jumping or DPing.