Short version: I thought that if the opponent had not jumped before the flash, then they could not escape Ultra/Super?
Long version:
So I’ve been messing around with buffering standing 720s into cr.lk. Even if the lp hits, there’s still a window where you can get a super/ultra to connect before Gief jumps - physically, it’s almost like a link, except you wait until after they’re out of hit stun.
I’ve been trying crossup splash, cr.lk, (wait), Ultra 1 and headbutt, cr.lk, (wait), Ultra 1 and have both of them pretty consistently connecting in training mode.
Seems to me that should be a pretty nasty setup. I’m no expert on reading frame data, but from what I sort of understand there should only be a very small window where an opponent could do a counter, and that move would have to have a fast enough startup time to beat the Ultra/Super, and the opponent would have to have good enough timing with inputting that move. If you mixed it up and did the Ultra at various points in a combo, I figured it would be a guessing game wildly in Gief’s favor.
So I decided to test it. Went into training mode, set player 2 as Gief and recorded him doing headbutt, cr.lk, (wait) Ultra 1 - I double checked to make sure the Ultra would connect. Set it back to normal mode and tried to jump out of it…and I could. I tried both holding up as soon as the headbutt connected - that worked - and jumping during the Ultra flash - that also worked.
So I haven’t stumbled upon an awesome setup - can someone tell me why this doesn’t work so that maybe I can come up with something more effective?
For the record, this is still damn near impossible to Reversal. If the opponent reads “dropped combo,” (or they noobishly mash) and tried to DP, they have to have the Reversal before the flash. But if they read “throw” and jump, you whiff.