Recently after looking over ken’s frame data I noticed that his far s.mp has all the makings of a good poke but I rarely see it used for some reason
-frame advantage (+4 block, +7 hit)
-good hit box hits crouching and standing opponents
-lots of active frames (5)
If your timing is good you can link cr.mk->ex-tatsu to it but it’s very tight due to the distance and the push back.
I’ve been pretty successful at using it in certain situations such as:
-meaty s.mp. When you’re standing at max range for s.mp on wake up most players won’t try a reversal because they’re afraid of being punished. They’ll sit and block or try and grab, either way you can follow up with a half step forward+ kara throw.
-Counter poking. If hit with the tip of the hitbox it beats out a lot of the more annoying pokes. Still trades a lot with vega, but I’ve had lots of success using it against dhalsim, it stuffs his jump back fierce pretty good, and his s.mk. Pretty much trades with bisons s.mk and s.hk but rarely out right loses. Everything chun-li does pretty much eats it alive though.
-ending block strings. cr.lk>cr.lp>cr.lp>s.mp. Good push back with out pushing back too far and way better stun than ending with fireball. You can follow up with back+mk overhead which will hit those who continue to crouch block and beats out low jabs.This may be obvious but unless your timing is very good I wouldn’t recommend this against players who tend to mash out reversals during block strings. Best case scenario they’ve got 2 frames to get dp off btw cr.lp and s.mp plenty of time for a 3 frame start up invincible srk if you mess up.
I’ve just recently added this to my game and it’s really helped in a lot of situations, hope this helps.