When I was testing it you were negative if you focus dash late into the active frames. So if it is well spaced you can’t punish it like that. Focusing seems like a bad idea.
Then either your testing was flawed OR this is a PC only thing (this is very much possible. note: It’s recently been noticed that Guy’s EX Tatsu is 6F startup on PC not 4F). I was able to punish with dash forward - DP punish a spire that hits on the absolute last active frame. I tried both manually timing as well as changing it so that LP Spire hit only has 1F active which occurs on the last frame it’s normally active (basically making the move have an additional 8F of startup) still able to focus - dash - DP punish but it’s strict timing.
I think I may have found the key to this whole argument. Turns out the wiki has a mistake that I’ll talk to shodan about remedying (been working with him a bunch recently on stuff regarding the wiki).
Turns out that the wiki only lists THawk’s recovery for on whiff. However (at least on PC) there is a 10F longer recovery time on hit/block than there is on whiff. Having 17F landing + 4F airborne recovery +1frame for hitting last active frame = 22F total. Ryu’s dash forward (18F) - DP (3F) = 21F should punish even on last frame with frame perfect timing.
To be fair it did a lot of damage, even with those jabs in there. That ultra is pretty damn good i have to say, full screen punishes and combo’s like these sound pretty good.
Hmmm I wonder what his jab is on hit then. I’m guessing +7 but might be +8. In SFxT his close LP was +9 and far was +6
Still can’t believe his crMP is +6 on BLOCK (at least it was at Capcom Cup, and that is AFTER nerfing it from +7F on block) even in SFxT it’s only +5F on block and that game is known for having a bit more advantage to make up for usually slower startups. If it really is +6F on block it is the most advantaged on block ground normal in the entire game. Rufus IA Dive kick is +7, Gen Mantis sMP is +5, Balrog far LP is +5, El Fuerte far HP is +5. Nobody has a +6 on block normal as far as I can see, and there are only three +5 normals. Almost everyone caps out at +4F on block unless they go for meaties.
Combos I’m curious about:
any jab - sweep
any jab - crMP
crMP - sweep
crHP - crMK
far HP 2nd hit is a counterhit (like from an armor break) - anything?
Jumping MP - Ultra 1
If Rolento Can jab Ultra then i wonder if he can still do Close HK into Ultra and Far HK into Ultra not sure if they removed it yet since people complained that it was too good
Honestly im starting to really like rolento he has great pokes/focus/AA/Ultras he seems like a more aggressive ibuki and fei long
Well you can combo into u1 from ex reka aswell as ex roll (or whatever that thing is called). While it requires more meter these options are more footsie based as you can’t realy combro into jab from far a way or from a counter poke. I still think u2 is better in most matchups though.