That’s the point of the exercise, though. You mix things up with 2 or 3 different Crim Uppers, so if your opponent wants to successfully tech the knockdown and get away from your pressure, there are multiple time frames that he has to keep track of if he wants to NOT get hit with something on wakeup.
NOTE: When you do LP Crim > Jump Forward (and the opponent techs the knockdown), you have +11 Frame. Adv once you reach the ground, so you could actually hit him with MK Ruff Kick before he could even Throw you!.
With MP Crim, you have +9 Adv once you land…And HP Crim is +6. So if you alternate between LP and HP Crims, that’s a 5-frame difference for your opponent to mash knockdown tech. Wouldn’t that difference throw him off, just a little bit?
And if he doesn’t tech, you couldhop over him right after the whiffed cr.LK and start the mixup all over again. I know this setup has potential. If you think about it, the Criminal Upper SHOULD have a lot of mixup potential. I mean, it’s a PUNCH that throws the opponent into a WHIRLWIND, or vortex. Crim is so good that the whirlwind can actually stuff wakeup DPs and still be relatively safe if blocked, as long as you do it from a certain distance away. It’s too bad that Capcom did a half-assed job with the hitboxes. Cody 2012 buffs are necessary IMO, Capcom has no choice but to give them to him, or just fix his hitbox stuff.