carups
2201
I meant the unmoving shimmy, not regular one. Shimmy works wonders!
Yeah I know. Iām saying that if you do an unmoving shimmy you need to memorize throw ranges and thatās annoying lol.
For example doing Cr.lp then staying crouching you can be thrown by bison. There are others but why bother when you can just do a normal shimmy and be good to go against them all
I donāt believe in unmoving shimmy.
I use st mp, over st hp against matchups that have good neutral buttons. The st hp can usually catch more people with its extra range but you are -3 on block which can screw with your momentum. st mp allows you to be more mobile and really mess with them, as you can throw out a jab after or attempt another shimmy if blocked. cr mk tends to get beat if they press anything at that range as itās hit box is so high and itās start up it pretty slow so I avoid it trying to use it after a shimmy. I use cr mk for when they want to walk/dash in from afar or are really trying to run away. If they are upclose I use cr lk or mid range I use cr mp. I just dont find cr mk effective anywhere else besides right outside of cr mp range because it loses to so much stuff.
It works if youāve trained your opponent to tech or youāve read already that they like to tech. The problem is it has problems with certain cast members, like bison/birdie with longer ranges. You have to do two blocked jabs to push back far enough making it harder to whiff punish. Against them I use st lk, st hk as it will crush counter their late techs. Again this only works if they are trained to tech otherwise you are just going to eat a button/combo.
it works with well anything that pushes u out of range in terms of hitboxes
BixHD
2209
you have a flawed understanding of resets. the only real reset you did was at 0:37. although you should probably be air resetting with a standing button because then youāll have more frame advantage (so you can dash under or use a mp button instead)
but beside that, st.lp x2 > cr.mk makes no sense unless you have a read that your opponent likes to walk backwards after your blockstrings (gotta watch them toes). also your first āresetā used EX hooligan into super, so that would literally never happen in a real match.
the only one i will give u is ex hooligan into super i should have did a non ex hooglian into super.
so basically what u saying these are resets but practical useful or in your words " real" resets
Cipher
2213
This is awesome, now I have to memorice this.
https://www.youtube.com/watch?v=jDvu4syoDbU&feature=youtu.be
same resets just minus the first in the original video i posted earlier
Haztlan
2215
No need to memorize all that. All you need to know is that LK/HK dive are +2 on block at best, while MK dive can be +3.
carups
2216
I had no idea ex dive was this positive most of the timeā¦
Cipher
2217
I have to memorice at least the high+advantage they had,Iām allready lazy as f*** now donāt try to make me not learn something,if I want to learn something!
Ramma
2218
I had recently came to the conclusion in the lab that MK Dive Kick is actually her best dive kick in terms of advantage. Easier to make +5 and easier to keep unpunishable.
Does it bug anyone else that the late frame activation divekicks are unsafe negative? I mean you are giving your opponent more time to react and getting punished for it, seems backwards. It goes safe, unsafe, safe again, then unsafe like they want you to miss the window. I mean I wouldnāt mind if it stayed max -2 but damn to go -3 and beyond is absurd. Shit maybe if they made late ones an overhead I might accept it but as is thatās bs. Anyone ever gotten a +8 EX. That shit was on the toes.
Yes but this isnāt sf4. They want you to commit. So, if youāre delaying a dive kick to beat an aa they want it so if you guess wrong youāre kinda screwed.
The question is if we get adv on hit enough to do anything. When I do this I mostly use ex dive