Good point.
It seems to have really poor range though.
Good point.
It seems to have really poor range though.
Well people have been playing around trying to find them. Her “best” hit confirm doesn’t work on crouching opponents, leaving c.LK > s.LK > c.LK xx LK Pinwheel, which seems somewhat meh. The good news is you can do that without fear of screwing it up as it seems safe on block. What I want to know is why only LK Pinwheel is being used, I don’t believe the whole “too slow” argument yet since Sakura can combo s.LK/c.LK xx HP Shou and that’s damn slow but does have a lot of horizontal movement. I’ll be messing around to see what link combos I can do and which ones I’m most comfortable with
Might be because LK Pinwheel is pretty good after hit-confirming and even if they block you can use it (seems safe from that distance) and gives what appears to be a nice mix-up afterwards as well.
The lack of fireball kick in combos/blockstrings is simply due to the poor horizontal range that it has. ~8 frames of startup on her sweep and I believe ~20 frames of startup for her overhead but I’m not completely sure on that one.
c.lk x 2 is a good enough hitconfirm for me. It may not get the best damage, but since everyone’s damage has been toned down it should be fine.
So, U2 is reliable as a SRK-like, “stay-in-the-corner” move? Do you get a full activation if you manage to tag you opponent? Or does the cinematic activate only on the first kick?
Also, how would you classify her corner pressure comparing to say… Seth. And to Sagat?
I think everyone in the game has really nasty corner pressure and she is no exception, you can freestyle with what you want and throw ex FB’s to lockthem down. Mixing up between lk pinwheels and FB’s is nasty throw in insta dive kicks and karathrow and it becomes really harassing. If they try to jump out it’s a free j.mp into ultra and I’m sure the better we get it will be easy to see antiar FB into ultra or EX wheel. Can’t wait till the game drops to see other peoples set ups, match up tips and patterns
Seriously, I plan on dissecting this character as much as possible.
I heard that, extensive training mode day one!
I know this is a silly question but im just trying to get a solid yes or no on how her fireball storage works? If I’m understanding it right you use fireball and kick to initiate her fireball stance, then you have to hold a punch button and continue to hold it, until you release to make her throw the fireball out right? Other question is I understand (or think i understand) that fireball motion + lk is the low fireball, mk is the mid and HK is the angle upwards one, if this is correct then I’m wondering can I for example do fireball +lk to get a low fireball and then hold FP to store it? or do i have to use the corresponding punch to which kick button i used to initiate the fireball?
For her fireball, if you do the fireball with her lk, you hold lk then you release it and you get a low fireball. Same applies with MK and mid fireballs and HK with high ones.
thx!
In theory, but as DrDOgg said it shares input with Pinwheel so if you try to do it too fast you’ll get her Pinwheel instead since she’ll still be on the ground when you hit the kick button.
Wait a minute, does DK even hit overhead? Because if it doesn’t, it’s pretty useless as a pressure method. it is unsafe after all. Isn’t it?
I don’t think any dive kick hits overhead.
Last I heard it doesn’t hit overhead any more
No, it’s not an overhead. But it is her armor breaker. But who wants to focus a move that’s unsafe on block anyways.
Have fun XP
The dive kick isn’t a pressure tool, its clearly developed as a punishing tool, with its ability to punish wiffed moves anywhere on the screen, punish predictable fireballs, punish random focus attacks, etc. Its not bad just because it can’t be used for pressure, its just different than most dive kicks.
Ya it’s more of a mid to full screen punisher, but it’s also off the ground instantly so it can be used as throw bait or to go over pokes. So for example if I land a blocked lvl1 focus attack and dash up my opponent will most likely tech a throw, option select tech or dash back, and insta Dive Kick beats all three. So you can also apply this to any situation where you think the opponent will go for a c.mk or what not, if it lands you can either take the follow ups which is pretty good damage or combo EX wheel or ultra ( which is hard right now)
or your opponent can mash out a Shoryuken and cancel it safely in case you block. Gotta love this game.
Anyways, yeah, I knew it wasn’t overhead, but since magus said it’s be good for pressure… you know, I thought something had changed.
Shit should be safe.
Yes you are, because you do it at an angle that not even 3 frame moves can hit it on block, i tested this pretty extensively. then you are at a evinish position where you can do what you want, if it hits i had no problems landing one hit lk pinwheel or ex pinwheel reason being because it hits so late in the moves animation that it’s basically it’s last active frames giving you maximum amount of time you could get to follow up, only problem is that the 3rd strike will almost always whiff.
Which dive kick are you using?