I’m glad I checked this board before going to bed; I just finished making a large post on the Hawkeye boards about this in which I fully explored the issue. I’ll just quote myself:
WARNING: Post contains scientific testing!
Yeah, I was seeing this problem a lot with trying to DHC out of Wright’s Maya hyper too. I think the main thing here is that the game is using your old :f: input which then takes the input priority over the :qcf: hyper. Adding extra inputs during the freeze doesn’t even help; I can do full 360s starting with up to try to make the input buffer forget that :f: input and it just doesn’t care. I have done some more testing, and this is a really huge issue in this game affecting a huge chunk of characters though a similarly big chunk can easily DHC into :qcf: hypers so it’s hyper specific which ones have problems. Here’s my test of every character who has a DHC-able :qcf: hyper (everyone except Shuma-Gorath, Dr. Doom, and Captain America) and who is affected:
Sentinel (both hypers)
*Spider-man revealed the exact cause to me. It’s related to the number of frames pre-hyper freeze. If the number is 10 or fewer, it will be a problem. If it is 12 or greater, it won’t. Maximum Spider is variable based on distance to the wall, and of course, this means it sometimes has problems and sometimes doesn’t based on how far away from the wall you start. Interestingly, doing things to speed up the animation doesn’t matter. XF3 Firebrand in Luminous Body still doesn’t have issues even though his 12 frame pre-freeze hyper was barely past the cut-off and in that form Firebrand is massively sped up. Even more interestingly, if the affected characters are slowed down from either Viewtiful Joe or Amaterasu, the issue goes away! For those wondering about 11 frames, I wasn’t able to find any :qcf: hypers with 11 pre-freeze frames of start-up so the only way it could possibly come up is in the case of Spider-man a very particular distance from the wall which I don’t have the equipment to test. I suspect it’s a “no” though since 10 frames sounds to me like a very likely size for the input buffer.
There is a trick to avoiding this altogether though. During your initial :qcf: to do Gimlet, roll back to :df: and hold it as you do your double input (going to :d: works too, but :df: is easier on a square gate). This will cause the input from your initial hyper going into the hyper freeze to be :df: instead of :f: which won’t make doing a :qcf: hyper instead of a :dp: hyper impossible. Actually you can use any direction (other than :f: obviously!); you can do a tiger knee input :qcf::uf: so fast you don’t even leave the ground and it will prevent the issue; the whole idea is to plug in some useless input so the game never sees that :f: at the start. It’s non-intuitive, but in a way, it actually makes execution easier once you are aware of it… in a perverse kinda way. Hawkeye players will absolutely need to know about this though since Gimlet DHC some other hyper is a big thing with him, and for a lot of characters the :qcf: hyper is the best one to finish with (whiffing full screen shoryuken hypers with Ryu and Akuma sounds infuriating to me!).