So it is an execution thing, then. Thanks for the explanation. 2S is already habitual for me so I'll probably stick with that, then. Furthermore, d.S -> 2S -> S is a combo I often use, so 2S is a necessity.
Hey, um, question...How much can you loop 236S on a falling opponent? I've managed 4 loops, but I get the feeling that either better timing or a better setup can make it last for at least 6. I know there are much better sources of damage, but it's amusing and psychologically advantageous to get an opponent stuck in a Resshou loop.
This is the one I do on Ky that gets 3 loops fairly consistently and 4 sometimes:
d.S,f.S,2S,H,236S,236S-RC-d.S,2D,(236S)*n
(I think. Don't have GG access at the moment so I'm typing that from memory. If that doesn't work, then the part after the RC is probably d.S,2D,236P,236K,(236S)*n instead. But that may be the Eddie version. Memory's rusty.)
Can that go for more than 4 loops, meaning my timing just gets bad at that point? Or is there a better way to set up the Resshou loop that'll consistently last for more than 4 loops?
EDIT: ...Neeeevermind. Ignore the above as it's full of hateful lies. My GG access recently has been solely at a friend's house and he's apparently accidentally had his training dummy set to a 2-frame delay before aerial recovery. Sans the delay I think the most the above loop gets is 2 Resshous, which isn't a loop at all.