Never really had a problem with the original DP the way it was.
I land jump in/cross-up to cf xx super all the time and don’t really consider it a show off combo, infact its pretty easy to do in ST and flat out kills. I’ve even landed it and some variations of it in head to head competition at Final Round last year. I landed in on Sirlin the one and only time I played against him in the remix beta. And no I’m bragging just saying its a very practical powerful combo, especially when you land it on a crossup. Never the less I pretty much figured out the new timing.
Yes I like the fact the new DP is pretty much 100% reliable now, hell I just think DP now and it comes out… LOL… but it did cause some wierd issues with timing.
Just for the record I’m not bashing remix in anyway, I LOVE THIS GAME.
Comforting to know I’m not insane… LOL A dip switch to turn off the training wheels on the DP would rock! Nice idea but i’ll never happen.
The way that I pull off the super cancel is to QCF x2 then piano MK -> P. This tends to make the super and low MK come out on a much more consistent basis.
ah, you have D+MK, then down again. that makes no sense… and we already know the command motions. Its the speed of doing the correct motion that causes issues. Too fast will get you a DP every time.
Ok, I use a stick and the only way I get the super to come out is if I don’t let go of MK. If I do, then I get a shoryu so this is what I’ve stuck to and it works fine.
I don’t know if people can still get the super without holding MK because I tried like crazy and couldn’t get it.
the way i got consistent with this is by starting off with qcf, then doing the d+mk, df, f+p part as fast as i could ( 2MK36P, numpad notation <3 ).
if done really fast what comes out is the first few starting frames of the cr.mk, canceled into the super(cr.mk doesnt hit). from there i just worked on slowing down the input little by little until the super cancel comes out right after the cr.mk actually hits. hope that helps :x