I need abit of help in this front because im stumped as to why capcom have given me such shit options to work with as anti airs, the crouching strong and fierce pokes that serve as our anti airs never hit a jump about to cross you up, so i constantly need to eat crossup mixups all day.
expinwheel completely whiffs on the other side of her so i get to eat a punish if i try that and hk fireball usually just generally whiffs aside from getting out too late. Ye i could just counter but like i said, im being crossed up so either i fuck my input up, i come out in the wrong direction with the ex version or hey it was an empty jump so i eat a punish. crouching strong is 6 frames, crouching fierce is 7!!! come on most DP’s are like 3 frames and get half body invincibility i pretty much live in fear of SRKs the entire match against a shoto and its just an anti air! Not even addressing the fact that most characters combo into ultras off anti airs.
Some times the pokes trade with deep hits because as i mentioned before 6/7 frames, you need to get that out pretty much just after the peak of their jump which is sometimes impossible if you have just been put into blockstun, this tends to remind me of Adons pressure strings with jag kicks which are impossible to anti air if its done right. And with a lack of any real get off me move i often wonder why i havnt picked up chun-li yet or switch to yun when we get him.
So with that rant over, what am i missing with anti airs, any advice would be a god send cz im getting jumped at and crossuped all day.