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delaying it or staggering the qcf isn't great as it makes reaction to the fireballs slower.
juri had this same issue in SFV so capcom changed her DP from kicks to punches to make the false input impossible.(season 2 patch from memory)
Also it's garbage at dealing with fireballs so it doesn't really matter anyways.
also THIS is your answer:
In addition it is enough when you start from down-back... All characters with dp and fireball motions have that "issue"
In SFV Cammy's EX spiral arrow was projectile invincible and worked the same way. Instead of complaining, hit the lab and put some effort into it!
I suck at doing the motion, i can barely get a wakeup EX DP out, but never in neutral...
Should i practice it for anti air or stick with c.HP, as i had more success with that
You can take advantage of the DP input shortcut to make it easier. You can DP by inputting down-forward, down, down-forward (323 if you're familiar with number notation). Consistently anti-airing with DP is hard as well, so don't be discouraged if you're not amazing at it right away. It takes practice.
Also Jamie's air to airs are great too, j.mp and j.hk are fantastic. The former knocks down while the latter can combo on counter hit.
I'll keep at it then. Thanks for the explanation.
Have to work on the timing, the few occasions where my aa dp came out, it was always way too early
I don't know what you want anyone to tell you, the solution is right there and it's not even difficult.
Instead of whining you should be in the lab practising!
You do need a hcf, because down-back into qcf after walking forward gives DP not fireballs in Street FIghter 6.
https://steamcommunity.com/sharedfiles/filedetails/?id=3004053651
It's an awful antiprojectile move. You are much better off trying to divekick instead. That's a guess too but at least it works from outside point blank range and doesn't screw you over if you space it well.