ryublaze
Noob
Okay after a bunch of tests I think 1/2/D4 Up Missile is the best. If you simply do any of those after EXTU and if the opponent tech rolls then yes the missile will whiff. However, if you make a full dash before doing 1/2/D4 the missile will still hit them after tech roll, but it'll whiff if they walk backwards. This is also completely safe from wake-up attacks like KL's EX Spin (including tech roll) while also putting you almost as close as F4 Up Missile. If the opponent tech rolls and blocks the missile, that puts you at perfect range for a deep JK. The missile can also prevent some anti-airs. If they don't tech roll you can still get that deep JK in (IMO it's better to do deep JK instead of jip in this situation.)
I also didn't notice any difference between 1 and 2 enders. For some reason I thought that 2 gave longer knockdown time than 1 but they looked the same. And the reason for D4 instead of 1 or 2 is because it's easier to input behind/in front Up Missile if you ever need to use them.
Thoughts?
EDIT: I'll make a video later to show you guys proof so you guys don't have to go and test this yourselves. It's a PITA to get KL to do EX Spin wake-up lol.
I also didn't notice any difference between 1 and 2 enders. For some reason I thought that 2 gave longer knockdown time than 1 but they looked the same. And the reason for D4 instead of 1 or 2 is because it's easier to input behind/in front Up Missile if you ever need to use them.
Thoughts?
EDIT: I'll make a video later to show you guys proof so you guys don't have to go and test this yourselves. It's a PITA to get KL to do EX Spin wake-up lol.