My my, it’s been awhile since I’ve posted on here, just too busy /w my summer job.
Anyhow, thought I’d post up some of the inputs I use in matches to improve reliability, shift hitboxes, ease up execution etc. on various things. These are all on stick, sorry no advice for you pad players.
General purpose ultra: d/b+HK+LP x2, u/b+LK+HP
Why? Well firstly, the input is buffered into his sweep. This means during startup he has the lowest possible hitbox, giving you the most time to do AA. It also guarantees you won’t accidentally hit people coming down from srks and the like if you are punishing such. His sweep itself is also a very good poke, and doing this buffer allows you to confirm stuff. I often throw out ultra buffered sweeps during footsies (d/b+HK+LP x2), then if I see they jumped it, focused it, Abel wheel kicked it, etc. etc. I finish the ultra. Why do I use u/b as the final directional? Because this registers as 2 consecutive back inputs (b then u/b), guaranteeing I always do one with correct timing in the heat of the moment.
Reversal ultra: d/b+LP~MP~HP, u/b+LK+LP+MP+HP
Used when punishing things with ultra, the d/b+LP~MP~HP is buffered into blockstun. It’s the absolute fastest way to get a 2 jab input, using the plinking method, and is highly reliable even if your execution is off. It’ll either register as LP, LP+MP, HP or LP, LP+MP+HP or somesuch, but they all count as 2 jabs as long as LP was pressed first. This method improves reliability on punishing things you have to react to quickly, like blanka balls, EX green hand, etc.
Kara ultra: f+3P x2, b+LK+3P
Used when punishing things that require you to delay the ultra rather than reverse it. (assuming your tourney is allowing 3P buttons, which most do)
Double high kick link: f.HK, d+LK~LP, LK tatsu
Plinking method to get 2 LK inputs to hit that link window.
Fast, reliable, and executed from crouching to give you maximum window for AA and also to punish tatsus flying over your head w/o standing up. Using d/b instead of d for the 2nd directional is both easier and faster on the hands.
Shoryuken followup to air-to-air tatsu: d/b,d/f,d/b,d/f+P
If you’re not sure which side you’ll end up on, this covers both (have to do the directionals fast to get the both side coverage).
FADC hadoken combos: QCF+P, f, MP+MK~f
The FA starts the moment you press MP+MK, and your aim is to dash as quickly as possible after that. A dash starts on the second f. Thus by buffering the first f before your FA, you minimize the time to get your dash input after the cancel, and thus give yourself the most time to follow up the combo after the dash.