Far Hp have a cancel window… huge (yes Shirley, bigger than that). The possibilities it gives in followup frame advantage open up some extended meterless combos because of meaty fireball or meaty normals afterward (and this because of reel animation of the char, coming back after the hit).
I haven’t tested much, I just took a session against Ryu. I think there’s a lot more to figure out. So go back to training room guyz and make it happen
Using Hp ball after a far HP is mostly a waste, it will cancel the hitstun of the far HP sooner (and the reel animation of the char) and will reach the opponent sooner too.
Best positioning and frame advantage is achieved with Lp and Mp ball.
With very far HP, Lp ball wont connect, or only if canceled asap. Mp Ball will always connect even if you delay it by half an hour.
Exceptions with Helena for example, the Hp ball seems the better one as others wont reach in time, but you’ll see yourself.
1) CORNER
Ryu (standing) :
far HP, delayed Lp ball, sweep
New meterless KD for these we can’t tatsu sweep :
c.lk, cr.lp, st.lp, far.HP, delayed Ball, sweep. (should work on a lot of char standing).
I think we can find more, like cr.mp, st.lp, far hp, delayed ball, sweep (1 framer inside but hey ^.^).
2) MID SCREEN
Ryu (standing) :
far HP, delay Mp ball, FADC, walk forward, far HK, cl.HP, …
far HP, delayed Lp ball, FADC, far HK, hold forward, far lp, far HK, cr.mk hk tatsu work on standing Ryu mid screen.
I never ever landed a HK loop on Ryu before Ultra. This one is a piece of cake now in this situation. So if you’re a Hk loop fan, you’ll like it.
I’m trying to find a combo that beats our max one 2 bars (without ultra, without crumple) at 453.
So we had jump HK, cr.mp, cl.hp xx Ball, FADC, cl.Hp xx tatsu, hp.DP
Now there’s very far Jump HK, far HP, delayed mp Ball, FADC, far HK, cl.HP xx tatsu, hp.DP at 449. I think from the range we start, that’s a new record. No more far HK, cr.lk tatsu ender for those far away punishes.