i did it a bunch of times and my answer was that it is cancellable… and the internet agreed with me.
Both.
But confirming it is:
- hard with a cancel and need to be quite close
- easier with a link but you have to be close and to activate super on the first (or maybe second frame) of your frame advantage (+4).
It’s not something to rely on IMO except for punish.
cr.mp isn’t nearly as useful a link for Gouki as it is for Ken. Gouki’s super fireball doesn’t reach out and grab fools the way Shippu does. Ken can be rather far away and still get the link. Imo the only time it might be worth it is when a cr.mk would move you forward and put you on the other side of the character as they land or something but i’m kinda reaching. At least with tatsu cr.mp can be useful for this reason.
Use cr mp to confirm to lk or hk tatsu instead. It’s quite easy. I find cr mk pretty easy for this too (though oddly not super).
Match is definatly a very decent Gouki to watch.
Instant air sa1. Useful? Gimmicky? Ibuki-esque?
Very Gimmicky. I do it sometimes just to mess with people but there is one decent use that comes to mind.
After a lp reset you can do the instant air sa1 and it will do a little more damage, I think, than the ground version but it also seems to keep the opp higher in the air so if they parry you seem to have more time to interupt with an air tatsu or whatever interupt you like.
Well also, doing a bnb into lp reset in the corner then hitting the instant air sa1 then landing and doing a grounded sa1 after that looks seriously cool.
all three, mostly the last two, tho. I do it to shit on ppl pressing certain buttons on wakeup. I usually do it near the end of a round.
I remember Kuroda trying to make IA SA1 work as a way to beat throws. It’s a neat idea but so difficult and risky.
I notice that sometimes match will throw out a standing short after a blocked demonflip dive kick,think Ive seen him do it off a command dive too, then he’ll usually throw.
any particular reason for this? can standing short tick, or beat throws?
he does it twice in this match that starts at 13:43
I always assumed it was to beat throws and/or slow moves. I can’t think of another reason.
Uraken does this a lot too iirc.
i wouldn’t say difficult (450 motion going forwards and P) but deffo gotta cosign on the risky.
Here’s a bunch of questions because I don’t know anything.
I was watching some SBO matches of Yuki (don’t know if I should link them) but it seemed like he was doing very unsafe (high-hitting) dive kicks but would still press a button afterwards and the opponent would just block it. Why wouldn’t they just throw him? Can you tech if you do a dive kick like that? Another question I have is, if I do a high dive kick, can I buffer a DF and not be thrown or will I be thrown out of start up? I do a DF after a safe dive kick and it almost always leads to a free DF throw (the first or second time) because they throw tech, but I was wondering if I could apply this to high dive kicks as well. Same question for a back dash after a high dive kick, as that leads to a free cr.mk if they throw tech for safe ones as well.
Also, does anyone know what characters cr.lk, cr.lp xx medium or hard tatsu work on?
Instant air SA1 is gimmicky, but the way Uraken does jump back Fierce air fireball CONFIRMED into SA1 is very useful. I really need to use this tactic more.
If Yuki was getting away with high hitting divekicks, the opponent just wasnt ready for them because they are very unsafe (if parried). They’re usually thrown out to counter ground pokes (that feeling you get when you’re about to do the divekick and you already see the opponent sticking out a low poke…)
Why they didnt throw is probably a safety thing - if Akuma dashes back, free combo. It is possible to throw Akuma, but timing is strict.
lk lp tatsu works on every standing character I think. Follow ups depend on character though, as well as whether its midscreen or corner. Its also character specific when they’re crouching, with different combos depending on character, as well as complete whiffs on others. For example on standing Urien, linking a dp or tatsu afterwards is possible, but damn hard. If he’s crouching, I think you can do a dp instead of the tatsu i.e. lk lp dp. Against standing shotos you can link afterwards fairly easy. If they’re crouching I dont think it works. Against Hugo… what the hell are you doing that close to him??
I’ve been doing well in the Hugo match up lately. They’re not YSB but they’ve been consistent wins. I have a pretty open-ended question though; when do you guys dive kick? Not off of DF, but the command dive kick. I sometimes find myself doing it too often, only to realize it’s the only thing I use to get in. I even do them when it isn’t particularly safe, like on my opponent’s wake up or after a low air fireball. Thoughts?
Also, why does it seem like top gouki players dive kick so quickly after they jump? I swear I’m doing it as soon as possible but it seems to start higher off the ground than them. Maybe it’s just my eyes but their dive kicks almost surprise me since they appear so fast.
probably they are command diving from super jumps, since it seems you reach the apex needed quicker.
Sessha ZL, This is Courtney from Elite Zone. Yes it is me. How’s everything on your end? I accidently deleted the comment you posted by mistake. It’s been a while since I posted anything on shoryuken. I had to setup a new account and everything because I forgot my password. Are you showing up to Elite Zone tomorrow?
I know it’s been almost a year since anyone has posted in this thread but I just wanted to say I started playing again and have read this entire thread from start to finish; reading in between matches. I’ve leveled up so much just from reading all the conversation about set-ups and match-ups. All this talk of KDs got me to finally work on them and I have the dash KD and st.lk KD down pat now. I finished tonight with two game ending dash KDs so I just wanna say thanks to everyone who’s posted in this thread for all the help. This place is a gold mine.