But u can hit her right after blocking a d1 tho. She may be able to get d1 to ass out but that is it. It being minus 15 makes it punishable. I have tried d1 smoke bomb on DJT and he just punishes me before I can get the smoke bomb out. The only thing I would be able to do is d1 smoke away (tho that isn't completely safe either). We going to have to Skype about this lol, I am still not understanding what u mean. A d1 is not safe and a d1 to special move cancel is risky as well.
I think I can clarify a bit on this part.
Lets take the example of blocked f21 from kitana since it is fairly common and leaves you at point blank. If I decide to go for a counter poke, I have two options of approaching this.
1. React to anything, let go of block, do f3. This will beat d1, d1 xx cutter, d3 into something else. This loses to 21 and b33 (you will get hit by the second part of the string), throw, and d1 xx ass (f3 cannot hit her).
2. Do counter poke b3 on read. This beats all of the above as well as d1 xx ass, but loses to 21 and b33 still, as well as being full combo vulnerable to jump over (OS b3 is a total myth btw)
To punish d1 canceled into cutter or smoke bomb, it is impossible to see the d1 is what 16 bit saying. You are reacting to the character doing an attack and presuming it will be a d1 or d3.
If you want to talk frame data, interrupting d1 xx cutter with b3 is a 2 frame window on player 2 side, giving you only 12 frames to react (6f of startup, 6 frames of blockstun). There is no one who can react to a move in 12f in time without incorporating a read into the equation.
That is my explanation of counter poking, as seen by me. If anyone here thinks they are seeing the d1 then reacting then go play tekken and win evo for free because you will never be able to hit by any mixup