Nope.
I’ve had time to check it all out now, so here’s the breakdown.
cl.st.lk has 6 frames start-up but it can be chained.
cl.st.lk is +2 on block and +5 on hit, EXACTLY the same as cr.lp.
This means you can link a fierce DP from it.
You can chain or link another cr.lp from it.
You can option select an ex tatsu in it.
It always hits ALL crouchers (unlike st.lp).
You can link a cr.hp from it.
The only downside I’ve found is that it’s not a true block string (unlike cr.lk, cr.lp). There seems to be what I think feels like a 1 frame window for mashers to hit you through (I think the chaining removes 4 or 5 frames from the cr.lk recovery, effectively making you either +4 or +5 going into the cl.st.lk which is a 6 frames start up).
I see it being just as risky as doing cr.lk, cr.lp, cr.mk xx Fireball as a block string. So if you feel comfortable doing cr.lp, cr.mk xx fireball as a block string, then you should feel comfortable using cr.lk, cl.st.lk as well.
There are some cool benefits from it though.
The cl.st.lk actually gives you slightly longer to confirm the hit before you need to do your follow up, be it a DP ender or the cr.hp link.
It looks very much like your going for a throw, so it will often lead to your opponent either standing up, or mashing OS tech which you can then abuse as you wish.
It acts as a frame trap for early OS techers rather like cr.lp, cr.mk does.
So you could use it to do a double frame trap with:
cr.lk, cl.st.lk, cr.mk xx fireball
Frame trapped because - (cr.lk, (a 1 frame window), cl.st.lk, (a 2 frame window), cr.mk xx fireball
You could even do a triple frame trap with:
cr.lk, cl.st.lk, cr.mp, cr.mk xx fireball
Frame trapped because - cr.lk, (a 1 frame window), cl.st.lk, (a 3 frame window), cr.mp, (a 4 frame window), cr.mk xx fireball
This is really good because it would attempt to catch OS mashers, early OS techers AND late OS techers all in one 1 combo!!!
AND,
My main find is that it is really useful as a follow up to an ex tatsu combo.
By plinking a cr.lk with a cr.lp, then standing up and pressing lk+lp, you can effectively cover multiple outcomes at the end of the ex tatsu combo.
So here are what the inputs should look like for the immediate follow up after a successful ex tatsu combo (you are at +1 obviously).
:lk::lp:
:db::lk::lp:
:db::lk:
So, if you hit the 1st possible frame, you get your cr.lk follow-up.
If you hit 1 frame early, you still get your cr.lk follow-up.
If you hit the buttons 2 or more frames early, you’ll get a throw attempt come out.
This works because if you hit the cr.lk, and then hit THROW, you get the chained st.lk instead. If you went too early with the cr.lk (and nothing came out as you were still in recovery from the tatsu), you get the throw!!
If you can master this technique, you could effectively attempt to maintain the offensive pressure by plinking the cr.lk (making it a 2 frame window) AND still cover yourself with a standing throw/tech if you went too early. This technique would ONLY lose to reversals and invincible moves, which you’d need to be looking to bait anyway.
This would result in your opponent either eating the cr.lk OR teching the throw or getting thrown. WIN, DRAW, WIN for Ken.
So what do you think guys, useful?
Peace,
G.