hi reaper2507, do you mean this - [ (dry/oiled) hp/ex.rocket > f.mp > ex.dive ].
does this catch all?
i only tested in terms of executing and its pretty good.
about whiffing f.mp setups
i the past (AE) i find some of the setup with f.mp tend to have some discrepency due to a tighter frame of the dives to catch, depending if you wait for the f.mp to whiff completely then do dive OR during the last few frame of the f.mp and do dive as a cancel timing.
in 2012 i feel the dives now has more ‘active’ frames to catch (vaccummm) the opponent in, hence the timings are more graceful now.
So for this setup you can always wait for the move to whiff and react to do dive if you choose to.
Here’s something good! Well we all know that after slide > press, you can’t do backdash HK dive, you have to wait just a second. It’s a lot easier now that you can eyeball it, however if you do a quick focus backdash, it lines you up perfectly for an immediate HK dive.
you just opened a big can of worms … lol …
this works well with my gimmick i was telling you about… lol … might as well spill it …
at that distance you are usually safe from reversals … now …the cool thing is … from there … you can bait out reversals with dive-cancel without risking being hit with cr.LK mashes as well …
keeps you safe … gives you meter … great for provoking stupid reactions …
i do this as well if people start to backdash my MK/LK rocket setups
hell i do it even after a dive … jump back … do dive cancel … they dont know it doesnt work from that side … lol
the funny thing is that they tend to jump forward right after (late reaction LOL) … if they do you anti air accordingly … its a nice distance …
the idea is … to annoy the opponent … especially after a health lead …
(something to think about … )
I tested this this morning, and maybe (probably) I was doing it wrong, but I found slide-press, :lp: slide, :mk: dive caught all only when oiled. :lk: dive whiffed on all three (crouch, backdash, jump). Again, I was probably doing it wrong.
actually in testing my funny setup i realise the setups that were grace enough to be able to dive with 2 different strength (mostly lk & mk) and its a close up setup, usually may have the ability to ‘catch all’ elelment as well.
i notice this when i was able to catch opponent even executing the dive (few frame) slower than normal, and when doing this late execution, it will catch (crouch/jump &) back-dash. whereas if i did it first instance it will not catch backdash.
***[ (corner) mp.rocket > taunt > lk/mk.dive ]
-this one can be a catch all if the mk.dive is executed a little slow (but fast enought to catch them on crouch).
-tip is to know your taunting movements, and execute slight delayed after the elbow went up in the air lol
have fun!
I’ll try update asap some of the setup that we dont have from the jap uncrouchable video that i saw.
Confirmed. I done messed up. I’ll have to try this again and see what I find.
EDIT: Confirmed that I was talking about :360::k:. Will do more testing this weekend.
What’s good about this for the close setups, is instead of dive u can replace with b.FDNC s.mk/s.lp as they would normally try to low-sweep u or walk up throw after seeing u taunt lol
But pls dont do this to often, u might get hated haha
My advise is to do this against turtles to make them mad lolol
I thought all the taunt will have the same ‘active’ frame, so basically it’s always first available time to execute move after that active frame is over.
I am basing the following purely on assumption; DISCLAIMER: I HAVE DONE NO TESTING TO PROVE THIS.
I believe that all regular taunts (excluding Dudley’s Rose taunt, Guile’s Shades, Dan’s cr.taunt, etc.) are cancel-able at the same point (meaning, if you press taunt and hold , you will cancel the animation and start walking backwards at the same time with any character, any taunt).
no this is totally incorrect and i dont even have to test it.
all taunt has certain ‘active frame’, meaning that once you press taunt, the taunt motion comes out and you can not do anything during the start up/active frame. But after that active frame is over (although the full taunt animation isnt finished), you can do joystick directions or press buttons to ‘cancel’, definitly not ‘straight away’ tho.
guys this taunt > dive setups is really fun and effective!
especially mp.rocket in the corner when oiled up, mix up with dive/block/b.fdnc~s.mk is evil.