cr.lp is intresting in this option select when you want to followup with EX FBA combo on hit.
for those looking for a simpler one or when short on meter fst.LK is a good alternate.
1 - it has a better range and allows me to be out of grab rabge on wake up and at a distance where player are naturally lured into using less dragon punch. makes things safer.
2 - it has only 7 recovery instead of 8 giving me an extra frame to connect on the backdash option. makes it easier
3 - it is +5/+6 on hit which means I have an extra frame on the link into cr.mp or st.hk, makes sthings easier.
4 - it doesn’t require hit confirm
It is easier but it is lower risk lower reward
An even easier variation of that backdash punish is to use a cancel option select instead of an impact freeze option select.
cr.lp/lk xx lp.RCF (CH / cr.HK) will only cancel if cr.lp connects if it doesn’t the RCF input will be ingnored and HK will outrpioritise LP giving a slide or a cosmic heel.
on block it is a true block string, it generates very decent meter, on whiff you stuff the backdash. it requires a lot of charge though.
To perfect those one can even perform the first cr.lp/cr.lk as a crouchin grab tech OS, which prevents the grab problems you can encounter at that range.
If one of you like to experiment that it **might **even be possible to try a double cancel using input leniency
trying cr.lk+cr.lp xx lp.RCF (-- EX FBA)
trying to finish the lp.RCF motion at the very end of impact freeze and then then shifting slowly but not too slowly to up forward + 2 kicks
Maybee, and i mean it, maybee, the same motion will give RCF cancel on hit/block but a buffered EX FBA on whiff. Though I really am not sure we can abuse the leniency for this much as 6-7 frames even on special EX moves. Just some experiments for you execution maestro’s…