cr.mk xx M.RCF is a meaty setup you can play on wake.up or landing
It will combo on hit, if meaty or middle. if blocked it is a 4 frame gap frame trap if non meaty, 3 frames if semi meaty, 2 if meaty, it stuffs backdash too.
Will give you +6 +7 on a linkcombo . and +3,+4 on block to setup a counter hit with a 1 frame ‘frame trap’ or a tick throw, it will also true blockstring into any four framer that you can cancel into further true blockstring to generate meter.
Unfortunately as you may know combo wise they don’t grant anything more juicy than usual especially considering pushback
A more intresting wake up one is L.RCF2, this one is unpractical on landing frames, to be meaty on ground it would hit the air frames before, (it will knock air target down instead of rest them though)
you have to use the fact you are out of range and landing a knockdown, the guy is falling on the ground, so you could have to dash in (slide or CH) to catch up and try something on his wakeup and of course he knows you are going to be late, you do that anyway you make the guy believe you will go for wake up attack but then you start back walking out of range again, and then you trigger L.RCF.
On a quick stand it is one of your only oportunity to catch up and apply a wakeup game and definetely a better one than slide in most cases.
There is not much time to react to a L.RCF and most probably the guy’s flowchart will have output " :
–> man is too far from you and not charging, no EX.SHC, no EX FBA you are safe you can walk in, dash in, jump in , jump out .
And then he eats your meaty claw thrust.
L.RCF is +2 on block so you can get to +5 on a meaty L.RCF2
Which means you can combo into cr.mp/lp EX FBA/H.ST depending on opponent and stance or setup a crossup cr.mp xx SHC, or go for a st.HK,
On block your range from -2 to +1 so you can probably string pretty safely on most opponents into a frametrap since you are out of range for their grab.
Carefull about ultra’s though it is a good opportunity gamble on their ultra if they blocked your RCF if they know you always go for a cr.mp onward even if meaty.
On whiff… well he is out there is nothing you can do, and you ll most probably be punished for trying.
cls.HP2 is another very common wake up meaty, same links as after meaty cr.mk, with even more pushback this one though is at least in my opinion unpractical on a landing. The main benefit from the meaty is a cleaner frame trap slot, a clean tick throw setup, and easier links.
From meaty piece of mercury, you get shit in vanilla, but in super you get a ticktrhow setup on hit, also it is only safe on block if meaty or near meaty. Joz said he used to like this move on wake up but maybee he changed his mind since.