you might be right.
the setup can be potentially gimmicky. i did hit mika with dive kick though
you might be right.
the setup can be potentially gimmicky. i did hit mika with dive kick though
When doing her ex dive kick after a blockstring. (Obviously not canceled.) it feels like theres a buffer window where it wont come out??? Or am i doing it wrong. For instance i want to do s.lpxxcr.mpxxcr.mp or some form of gimicky frametrap and then get in again with an ex dive kick. Is there a block that wont allow you do do it or is my input just poor? I begin to buffer the tigerknee motion just as the mp is finishing up as to ensure the game doesnt try to ālinkā it, all i get is a jumping kick. Ive tried delaying it and it seems to work then. Also is this a sound strategy to keep up my pessure? I am assuming this can teach them to not press as many buttons which could let me walk in later in a match perhaps for free once they learn to behave.
Check your inputs. I am willing to bet youāre pressing kick before you reach back or youāre missing dB in the input.
missing the diagonal is a common issue
I found a few corpse hop set-ups where you are a frame advantage. Those ones you are showing are gimmicks at most and youāre at a frame disadvantage, unfortunately. But, still good for reversal baiting and getting yourself to a neutral-esque spot.
Care to share?
itās also worth noting that after SA knockdowns, you can time a s.mp to counter-hit any 4f jab or short on normal recovery or back recovery.
the reason this works is because there is a 5 frame difference between normal get-up and back-roll.
thus, if you time s.mp such that it becomes active on the 4th frame after normal recovery, it will counter-hit a reversal c.lp that becomes active on the same frame due to the priority system in sfv (h > m > l if they become active on same frame.)
with the same timing, s.mp remains active until the reversal frame of a backroll - so regardless of how they recover, if they press a button on reversal, they will be counter-hit.
note that after the march changes listed in the capcom-unity blog post around pre-jump frames (all characters moving from 3-4 pre-jump frames minimum on neutral and back jump), this same set-up will also tag all jumpers.
this works against:
Birdie
Dhalsim
FANG
Ken
M. Bison
Nash
Zangief
unfortunately, cammy does not have a similar option against 3f jabbers, as it would require a move w/ 4 active frames. If the gap between active frames on knee bullet (5f) were 1 shorter, it could potentially work.
It turns out I was wrong - the f+rh button for Cammy can be used as a tool for covering multiple wakeup options. Credit to @b4k4 for turning me onto the idea w/ the TCxxMK SA, dash, f+HK set-up; I donāt know (yet) of any way to bullet-proof the timing, but after any HK SA knockdown, if you walk /slightly/ forward and do f+hk, it will counterhit a 3f jab from normal /or/ back recovery. After either option it can be linked into c.mp xx Special, or CA.
Was looking for a good application for this move outside of punish scenarios, and I think we found one!
I have found a f+hk setup for normal recovery after hk spiral arrow that beats 3f normals on wakeup.
https://youtube.com/watch?v=DbeiUcCgvEg
Iāll be putting a video together sooner or later. A lot of stuff is only tested against a few characters. I havenāt checked vs small characters like Cammy, big characters like Birdie, etc. Which is why I havenāt bothered to share it.
Since I started playing with it, I didnāt really revisit it. Iāll do some lab work this week. My play time has been limited the last couple weeks.
Is there really any reason other than damage to use EX SA to end combos? Or should I save meter for DP/ CA instead ?
I mentioned it before but if you have your back to the corner itās an excellent ender as it switches sides, itās worth the meter usage to get the better positioning.
EX Spiral Arrow goes through projectiles, so you could use it there if you didnāt have V-Trigger or super to punish a fireball. Itās best to use meter for instant ex dive kicks/ CA. The only other spot I use meter is for a gimmicky quick hooligan up close to hopefully catch them with a grab or to extend a V-trigger spiral arrow if it ran out early as the EX Cannon spike will connect after.
EX Cannon Spike has 3 frame startup, might work against safe jumps.
It also has 10f invul, so its the best choice to avoid chip-kills in general.
It is worth noting that using EX Hooligan is also (situationally) better than EX Spiral Arrow at avoiding meaty projectiles as it is projectile invincible on frame one versus frame five.