Explanation from noob to fellow noobs!
I guess there is a lot of misunderstanding, so I believe this should help people out:
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[]Canceling normals into super is much harder than canceling normals into specials due to the following reasons: a) the motion is longer and b) super-cancel is disabled sooner than special-cancel;
[]It is possible to cancel normals into supers the “Alpha/EX/3rd strike way,” that is, pressing the button for a normal and then input the motion plus the button press, but due to reason b) above, it is basically only feasible with macros or programmable controllers;
[]Thus, because of that, to do circular motion super cancels in ST/HDR (renda-cancel aside) you must first input the first quarter-(or half, for Dhalsim)-circle-forward before pressing the button, then do the (any super-cancellable normal) button press, then QCF + punch right away.
[*]Because the super-cancel window is smaller than special-cancel, you have to do it right away! Or sort of… If you do it way too fast, you will cancel the move before it becomes active, that is, it won’t hit. If you delay too much, after the first 1-2 frames of impact freeze, either you will obtain nothing, or a special move.
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Now for fierce into super:
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[]Imagine there is a sort of charge for a hadouken, which consists of not moving forward. As soon as you move forward, you “lose charge” for the hadouken in the sense that doing QCF+P will give you a shoryuken instead;
[]Similarly, imagine now that there exists a charge for normal fierce, which consists of not having just performed the motion for either a hadouken or a shoryuken;
[*]With this in mind, notice you can only do cl.fierce or cr.fierce into super if pressing the fierce button will not give you a special instead, in the first place. So, the motion is QCF, wait a bit so you do not get a hadouken, fierce, QCF + P.[/LIST]
Standing or crouching fierce into super is easier or harder depending on how fast you move the stick, just that. People with faster execution may prefer standing fierce so they do not cancel the move before it hits. I am slow, so QCF, wait, down + fierce, df, f + punch is more reliable.
*I assume the super is QCF x2 + P, Ken’s is actually QCF, d, df + P.
Edit2:
You will need to be fast for the last part of the motion, so super cancel is not disabled, and probably hold down fierce so you do not get a negative edge hadouken or shoryuken. I have tried it and failed every time.
Edit2:
cr.short, (1) cr.short, then QCF x2 + (2) short, punch. (1) is the cr.short renda cancel, hits, (2) is a standing short renda cancel, but gets canceled into the super before even hitting.
Edit1: where’s zaspacer and his guide??? 