Aside from the obvious technique of buffering the next attack during the cr.MK startup, what else can you do to help hit-confirm?
I already know you can whiff cr.MK to catch limbs to automatically hit-confirm, or watch if the opponent is standing or not, but those cases aren’t really true hit-confirmations by definition
i dont know if it helps but in 3rd strike when you wanted to confirm crouching medium into sa2 with chun li a good way to do it is to look at the opponents hit animation and distinguish it from the blocking animation which with some small practice you can become proficient at it this would apply for other fighting games as well i imagine
look at the opponent though
this will also teach you how to judge distance and range
Practice practice practice practice. And use low-lag hardware.
There are a few techniques you can use to make 1HC easier:
Use audio cues if you find it easier ie. Listen for the blocking sound (“reverse” confirm)
Use midmotion inputs eg. For cr.mk xx shippu do, 23mk6, 23 -> confirm -> kick or some variation thereof
In some situations you can look for a different indicator. Eg. if it’s a frame trap, look for the Counter Hit message. If it’s a new round, look for the First Attack message
People react to the colour red quicker. Look at the life bar. If you press the button and it turns red, the opponent got hit (this makes it MUCH easier, but it’s a bit awkard)
Something Chen said is that assume that your hit will lead to a combo because it is much easier to stop doing a combo than to try to do a combo once you get the hit