But the K followup never combos.
So it's pointless.
If you wanna hit-confirm his super for maximum damage, go with standing near FP. You can cancel the super from the 2nd hit, so it's VERY easy to hit-confirm and you can easily land it after a crossup j.mk, FA, punish, etc.
My wishlist for SF4:
1- Make the game less defensive. I'm certain it was purposefully made defensive so newer players would stand a chance. I look at games like BlazBlue (or even 3s) where turtling simply does not work, but they are a lot less newbie friendly. It's 50/50, really - make it more offensive (meaning more overheads, ways to effectively break turtles, etc) and lose new players, or keep it defensive and piss off some of their long-time players.
2- Supers should cost 2 bars instead of 4.
3- Standardize EX attacks so that all have the same properties. This might not seem like much, but some EX attacks suddenly become hit invulnerable, throw invulnerable, projectile invulnerable, or nothing at all. (BTW projectile invulnerable on moves that don't cover ground is completely idiotic. Abel's Fierce super comes to mind. :lol )
4- UOH was a great idea. Please. PLEASE.
5- Standardize focus attacks. All have the same speed/range/hitbox. Viper's FA is so bad - it's slow, doesn't hit low, etc. Cammy's, otoh, is SUPER fast and covers a long range.
6- Either everyone has c.jab as fast as Balrog or everyone has c.jab as fast as Abel. Make em super fast or ordinary, but those discrepancies hurt.
Character specific:
Sagat: Life back to 1000, more recovery on tiger shots, tiger knee is punishable to block on 2nd hit, less damage dealing overall. Make him what he truly should be - a full zoning character who needs to work to win. Also fix his Ultra in the corner.
Ryu: More recovery on blocked crouching jabs so he can't tick throw as effectively, standing jab DPs shouldn't combo to Ultra (and certainly not on trading!). Lower priority on air tatsu. Otherwise he's rather solid.
Cammy: Overhead OR hooligan grabs crouching, turning punch much faster (and not her armor break!) Cannon Drill as armor break sounds like a good idea. Ultra always does full animation.
Akuma: F.RH shouldn't combo so much, should have a small recovery after air fireballs, teleport should have more activation or recovery, should have a different super from his ultra (either a different ultra or different super. I would think a different super would be better).
Honda: EX headbutt should go through fireballs. Oicho should have Abel-type TT properties, faster Ultra.
Viper: Better normals, make her EX TK useful, make her Ultra's hitbox go higher.
Abel: EX FS hit invulnerable, CoD combos into kick, better c.mk (he has zero ground long pokes!) f. MK -> anything is less strict.
Zangief: Less priority on SPD, lariat damage hitbox is higher, lariat has less priority over everything
That's it for my changes for the characters I know..