I’ll punch some hypothetical numbers out for you folks to look over.
Let’s say you took that reaction/ping test and your response to the test was an average of 250ms, which translates to 15f. 15f to see and process the action, 12~26f of live control input, and 22f of startup. That will put you at a realistic 49~63f of delay before anything happens to hit against fireballing. To increase these changes, you pretty much have to expect and predict it coming.
26f is the cutoff point for input because that’s the maximum allocated time you’re allowed to put in a Super move or Ultra move.
Like, out of their best and quickest projectiles… startup + recovery is where you’ll hit them, so let’s do a little bit of math.
[list][]Akuma normal fireball’s 14+44, 58f; red fireballs 25+50~63, 75f~
[]Chun’s HP fireball, 10+41, 51f
[]Cody’s EX-bad stone, 24+40, 64f
[]Dan’s fireball, 14+40, 54f
[]Dhalsim’s EX-Yoga fire, 14+42, 56f; LP yoga fire 14+48, 62f
[]Gouken’s fireballs, non-charge, 17+41, 58f
[]Guile’s LP sonic boom, 9+29, 38f; EX-Sonic boom 11+39, 50f (you’re still not punishing this unless you’re superman/CPU Ai/ and they’re retarded enough to use it against your wakeup.)
[]Juri’s fireball 9+61, 70f; fireball sore 9+16, 25f; fireball release from storing, 11+33, 44f
[]Ken’s fireball 14+47, 61f;
[]Rose’s LP fireball, 14+52, 66f, EX fireball 14+48, 62f;
[]Ryu’s fireball 13+45, 58f; EX-fireball 12+40, 52f;
[]Sagat’s fireball, 11+39, 50f
[]Sakura’s fireball, 15+48, 63f;
[]Seth’s fireball, 14+48, 62f; EX fireball, 14+61, 75f
[/list]
You pretty much need a lot faster reaction to punish the lower frame moves obviously. But realistically this is it. They need to cut some of the start up frames for Psycho Punisher.