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Tech Superkick (RH) Cancels

NkdSingularity

Truth and Ugly
Now that we have Rains cancel advantage thanks to Somberness ' efforts, we can really break down RH cancels.

First off their is some bad and some good news. I'll start with the bad; we've all taken it for granted that cancelling into RH makes strings safe on block, this isn't the case. Any normal/string cancelled into RH leaves a window of 4 or more frames for the opponent to escape with an x-ray/armoured special, even if you didn't delay the RH. Only a d4xxRH on block has a 4 frame gap, the staples we use; 4/4,3 and b2 xxRH have 5 frame gaps. 3xxRH has a 15 frame gap, most characters can full combo punish you if they block the 3, therefore 4xxRH should be used exclusively to punish when the window is tight eg Reptiles dash.

Raiden can teleport out of a 4 frame gap, many characters can d3 under the RH and 4/5 frames will be enough that they can block the 4/4,3 and d3 under the RH. However the risk/reward for using d3 against RH seems stacked in our favour. EDIT; tested it and Sub-Zero can't clone out.

The good news is that 4/4,3/b2xxRHxx leave Rain at +2 on block and d4xxRHxx leaves him at +3. This means that mid cancel pressure 4 is effectively an 8 frame move with good range, can't be ducked and launches into a reset combo. If they block a 4/4,3/b2xxRHxx they have only 2 frames to poke out with d1, if they block a d4xxRHxx they have just 1 frame.

4 or 4,3 RH cancel pressure is much better against a meterless opponent . Therefore you should reset with an EX bubble every time if you have a bar.

Some character shift the risk/reward by having 6/7 frame options that link into full combos; sektors 1,2,b1 , KLs spin and 2,1xxspin and sonyas 1,1,4 are all I know for now.

Looking ahead to a time when our RH cancels keep getting blown up by armour, we will still have options. Firstly you could cancel the RH directly into EX geyser, it has armour and does 18% (I think), this may beat your opponents armoured special but won't work against x-rays. Secondly armoured moves with limited range could be made to whiff by cancelling RH with a back dash, then dash in to whiff punish. This will certainly work against KLs regular spin, and may work against jab options (eg sektors 1,2,b1) depending on their recovery.

Finally Raiden's teleport should also get blown up by back dash cancelling as it has 30 frames duration and it can only be inputted at the beginning of the 8 frame window in 4xxRHxx4...etc leaving you 22 frames for your back dashxx4 to connect. It will probably be feasible to punish Raiden teleporting out of RH cancel pressure with the 47% bnb starting with 4,3xxbubble if you read the teleport.
 

NkdSingularity

Truth and Ugly
about the cancels,cant i just jump back or dash back to avoid?
The 8 frame window in 4xxRHxx4..etc is probably enough for a jump/dash out, but it's still a mix-up of whether the RH will be cancelled and you may get launched for trying. You may still get hit by the 4 though as it has good range. Also the Rain player could cancel the RH directly into a bubble to catch a jump back as you come down. It needs some testing.
 

NkdSingularity

Truth and Ugly
Just tested some things, the opponent back dashing out of 4xxRHxx4...etc will get them caught by the 4 and launched.
Sub-Zero is able to get a clone on screen between 4xxRH but he'll still eat the RH and you won't be frozen, using clone against the RH cancel won't work because you dashing forward means no clone will appear. However your 4 will catch him mid air due to the little hop he does with the clone and the RH will whiff, hopefully you can react to SZ hopping and use 4,3xxbubble/lightning to punish the escape attempt.

I was unable to punish Raidens tele with back dash 4,3 but the frame data still suggests it's feasible.

If your opponent likes to jump over you to escape; if you cancel the RH into geyser on reaction to a cross-up you can hit them directly above you and be able to juggle after with 4,3xxWhatever you please.
 

Smarrgasm

What's a Smarrgasm?
This becomes the point where all of us will start having to get a little crazy with our RH pressure. The frame data is very helpful and it allows us to sure up holes in our game. Things like cancelling the RH with jump, tele, other specials can begin to be opened up. The best thing of having an informed opponent is that it opens up the options that counter what would beat the normal. If rain begins to get slapped out of RH pressure or even combo'd it will be time for us all to start becoming much more unpredictable and using things like EX-RH cancels to gain even more advantage or using an armored dash to destroy them for daring to poke or get out. I see this as a positive for Rain. It just continues the guessing game that has become the best part of Rain's pressure.