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.
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.