It works similarly in that its low commitment since once you are in range of s.HP there’s no way it wont make contact unless they preemptively jump or hit a button somehow beforehand that has range to counter poke it. With Zeku’s walk speed he can be in that range where you will have to start blocking s.HP’s pretty easily.
s.HP overall for neutral is definitely a better hit box than c.MP. c.MP is like Akuma’s where there’s a range it’ll work, but it’s still shorter than his s.MK or s.HP which are also used from the ranges that Y.Zeku’s s.HP is used. It doesn’t cause crush counter like Akuma s.HP but used similarly as ranged button from range that your plus 3 doesn’t work at. With being minus 3 with pushback makes it relatively easy to force safe blocking and whiff punishing/counter poking.
It’s basically the only button Daigo bothers to throw for a clear reason and always was my favorite button of his. The fact that Daigo is clinging to it shows what I’ve generally figured about the button. He’s just a very extreme version of the usefulness other Zekus have found for it.
Having a better hitbox doesn’t necessarily mean it has better range but better for catching extended hurtbox low and high. And i have had more consistent results with cr mp. But will need to look at frame tool assist.
So you rely on st lk in the neutral? cr mp has the lowest recovery out of all your normals excluding his 3 and 4 framers.
Cr mp is pretty much your best whiff punish button. It’s like akuma’s st mk. i’d say even better.
I’d call s.HP better than that button for the most part. Longer range vs most characters. s.HP is only really an issue vs really mobile characters (characters like Vega and Rashid who will wildly fly around the spacing of it).
c.MP is a button where it’s ok when it works, but if you’re in range for c.MP you’re already close to s.MP frame trap range. At that range Daigo is using more s.HK any way. Stops people from jumping away as he gets within frame trapping range.
Stop playing people with shitty footsies. Cr.mp has a hurtbox that’s out there for days. I’ve had that shit lit up so much by good players that I’ve learned to forget about it unless I’m balls deep on somebody and know it won’t whiff.
Cr mp has much better range and less pushback than st mp. Your never gonna be in range for that move unless your dashing in. And your not gonna be whiff punishing with st hp on reaction consistently, that’s just silly.
Playing boxer makes sfv feel so much simpler and stress free. Why try hard when I can throw around CC button that’s +3 on block and get in free at +1 for a bar? Smh
More like you need to stop whiffing the button in their face. It’s primarily a whiff punish button and it does the job better than all his normals. I just explained to you how that move has the least recovery our of all of his non light normals, it was literally designed to not be whiff punish out of all of his moves with only 14 frames on recovery. Akuma st mk has 18 frames of recovery, Your doing something seriously wrong to be consistently be getting punished. Also what do you whiff punish with?
I’ve already tested it in training mode. s.HP is longer, just c.MP is faster and has better on block data.
s.HP whiff punishing is mostly post block whiff punishing. The same way Necalli and everyone else gets certain whiff punishes after a blocked button once they put you in the corner. You only use it for reactive whiff punishes vs things that have heavy recovery like sweeps.
The pushback on s.HP is a good thing the same way it is for Sak’s s.HP.
I said st mp not st hp. Whiff punishing Is mostly situational. That I can agree…
What I was referring to however was your normal scenario of punishing whiffed buttons.