I know. It’s not bullshit. I’ve done it. There is a video of someone doing it. HGrav in the air is dash cancellable during its startup.
You can do it as well.
EDIT: yo what Slippaz I never saw your post lmao. Makes my post redundant, the one about the grab OS.
About wolv/tatsu:
Well, stand S is a good tool in the matchup. Beats divekick and jS, plus it can stuff Akuma as he comes out for a happy bday, but the more likely thing to happen is that you launch Wolv and tatsu comes out under you because of the way tatsu is timed after a jump-in, which isn’t a bad thing either
try not to go for stand L too much, too inconsistent of an anti-air against divekick imo, and tatsu will beat it so even if you do tag a divekick, you will probably get hit if you mash it to hit confirm
sj addb plink Blast and adb plink Blast are bread and butter
if you bait tatsu with erratic ground movement (ground plinks and nj height plink Blasts) you can get in with sj addf S and chain into Jam to get some pressure going
don’t try to air grab him if he normal jumps up before he divekicks, it will always OS unless you do it like an inch off the ground, when he techs the air throw he gets a free tatsu call on you
while playing the footsie game, both of you will be weaving in and out of mid range trying to coax each other into calling assist first, while doing that you should drop a few crouch shorts from that distance every now and then, it checks for random b.slash with tatsu behind it plus it’s pretty safe on whiff anyway
Shockwave is great, yeah the guy is right, but don’t pull it out when you’re actually in the pressure situation. the pre-flash startup doesn’t have invincibility, at least iirc, and you can get hit out of it. it has fast pre-flash startup though and once you get the flash out, the shockwave is basically guaranteed even when you get hit since it lingers
nj air H is good, you can try to hit him with the tippy tip of it as he jumps up to do divekick, just late cancel into Blast to convert or make it safe on block
when you’re in a pressure situation, you have to understand it’s naturally hard because that’s where wolv/tatsu thrives. You will just have to feel his tendencies involving low/IOH, there’s no way around it since you can’t react or pushblock out. if you block the stuff and tatsu ends, you will want to pushblock him out but the first few times you will want a delayed pushblock, just in case he tries to do a stand/crouch L xx b.slash mixup after tatsu wears off. delayed pushblock gives you autoblock in that case, but after the first few tries you’re gonna have to counter-read him if he tries to read your delayed pushblock and tries to frame trap you or just delay the b.slash
forcefield is an option out of pressure situations. it can give you a safe Shockwave startup, or if you have enough space you can call Jam/cart right behind it to put them in blockstun just in case they don’t trigger the counter
if you get the pressure on wolv, just freeflow the mixups from one assist to the other until he cracks. iirc off a fuzzy you have to use close IOH jump M because IOH jump L whiffs on wolv
with Jam and cart assists behind you, you’re not supposed to sj adu fly xx plink anyway, but this is especially important against wolv. just keep control of some ground space instead
ground disruptor is ok I guess, it doesn’t serve too much of a purpose though (at least in general, actually Mag/Dante/Frank can get lv5 off it so it’s not as useless for this team). it’s possible for wolv to divekick you if he was already in jump animation when you did disruptor. if they get sniped by it, you can do Slippaz’ XF hit confirm for lv 5 Frank. if you don’t do that, they will go into soft knockdown and may possibly roll toward you, which may be bad news if you’re not expecting it