So I was thinking about super jump drills some more, and I think it might actually be something worth keeping in mind.
The main problem is that it only saves 1 frame, but requires a perfectly executed superjump (down-up in 2 frames). You can’t do that consistently for a raw superjump.
BUT, if you buffer the superjump behind something else (like another move or landing from a jump), then you don’t need a perfect 2 frame down-up – you can just hit down near the end of the move, and hold up to superjump at the first opportunity. You actually get a lot of leeway for a superjump, a max of 7 frames between the down and up for the superjump to come out! And because you’re hiding that down input behind a move, you are saving one additional frame, so you can potentially drill kick 2 frames faster with a superjump!
For example, if you are doing a bunch of drills in a row, you can buffer the down while still in the air, and hold up to super jump immediately when you land. Or you can buffer it at the end of some move, like a tornado hook.
This pushes it from “not really worth it” to “might as well try it.” You’re still gaining only two frames if you execute perfectly, but it’s something. And more importantly, it gives you a little more leeway to prevent your from doing d+HK too early and accidentally getting j. HK. That has to be the absolute worst feeling in 3S – screwing up a drill kick and watching in horror as you float slowly to your doom…