Funny. When I input everything immediately, I can land the divekick before I even hit them.
Anyway, I was looking to find some safe jump setups (and others) against Deejay and Yun’s upkicks, lk and ex.
works on Deejay, haven’t tested on Yun:
After cl.hp xx ex palm, dash, sweep, go for hk flip and delay the dive kick.
-Basically, you’re aiming for the back of his head so that a reversal ex upkicks will whiff.
-Strangely, if they execute it in a specific time within the reversal window, the upkicks will hit, but I barely got that to happen so I’ll put my money on that if my opponent can’t time that correctly.
-If they wake up crouching (i.e. they mistime their reversal), this will hit them immediately. If they wake up doing nothing, the dive kick whiffs.
-If you execute the dive kick at the right spacing and time, you can make it difficult for them to time an autocorrect reversal. This is to say this setup is not 100% guaranteed to work, but it (so far) is difficult to beat.
-oddly, if you sub cl.hp with cr.hp, landing the juggled sweep is much harder to do.
works on Deejay and Yun:
**sweep (tested in mid-to-close range; not max range). immediately LK divekick. **
-If you got out the flip and the divekick as soon as possible, both their upkicks can’t hit you in time; LK and EX.
-You’re aiming for their shins and lower.
-As an addition, OS EX tatsu/mp palm to catch a backdash.
f.throw, walk forward a bit, hk dive kick.
-purely manual timing. You’re aiming for the shins and lower for a safe jump.
-There are two points where you can play with timing: the amount you walk, or how long you delay the dive kick during the flip.
-This one is prone to failure if you can’t keep it consistent, but it’s still a safe jump if you can get it.
-As an addition, OS EX tatsu/mp palm to catch a backdash.
These aren’t safe jump setups but…
f.throw, dash twice (maybe add a small step forward), crossup lk/mk.
-Manually time the jump. The “walk” bit may be necessary to get the right spacing to land just past the center of their heads.
-Autocorrected upkicks is possible, but you can change how difficult it will be to make that happen based on where you are in the air in relation to when he can input a reversal.
-If they tend to reversal in the early windows of timing a reversal, this will whiff in the wrong direction.
b.throw, nj hp when they’re falling, walk a bit (alternatively immediately do cr.hp + walk), crossup lk/mk.
-Manually time the jump. The “walk” bit is necessary to get the right spacing to land just past the center of their heads.
-Autocorrected upkicks is possible, but you can change how difficult it will be to make that happen based on where you are in the air in relation to when he can input a reversal.
-If they tend to reversal in the early windows of timing a reversal, this will whiff in the wrong direction.
-This can continue to work so long as they don’t tech the nj.hp. Most people don’t do anything when they seen they got b.thrown so it’s a gimmick in that regard lol.
I think those last two and any derivatives are worth exploring if you’re looking to find ways to get in without getting upkicked for free. When you’re laying down offense, they’re going to be looking for more opportunities to do wakeup reversals. These two are meant to be highly deceptive to get them to think they will be able to catch it easily. Use sparingly if you’re facing better players, abuse it if they’re cracking under pressure. Most dive kicks you try will get beaten by their upkicks due to the nature of them having small hurtboxes and a hitbox that hits above them. Deep dive kicks or late divekicks that aim for their face down to their lower torso will almost always result in getting upkicked. This is why I started exploring what I can do that either deals with the area in the very front of them (safe jumps) or behind them (where wakeup reversals will whiff).