Hope they change the input for his V-reversal to kicks so it doesn’t overlap with Disc’s guidance. Pain in the ass trying to do one but getting the other.
Has anybody found a good use for his dive kick?
I feel like it doesn’t alter his speed or angle enough to mess with people’s anti-airs or mix anybody up.
His dive kick definitely messes with normal anti-airs. Maybe you’re practising against it in anticipation and you’re able to (delay) anti-air him…because in a real match - it would be very difficult to do that - and downright dangerous.
The reason you feel there’s no mixup potential is because there are no hard knockdowns in this game. At best you can fake a cross up in the corner, but that’s assuming your opponent just stays still (less likely to happen in high level play).
He can probably bait DPs too if spaced correctly.
It’s definitely a welcomed tool - especially against characters who have no normal DPs and rely on normals for anti-airing.
This is theory fighter at its best, but in order to beat anti airs you have to hit them on the other side, almost like a cross up. That’s where the hurtbox is located.
It’s not that simple. There are many ways to beat an anti-air. You can simply have a jumping attack with higher priority than the anti-air, you can use a dive kick (like Necallis) to delay your jumping attack, causing the anti-air active frames to deplete. You can empty jump and bait anti-airs to whiff because your hurtbox is smaller when you don’t attack…and what you mentioned too is another method - depending on the anti-air itself.
What I said was for beating out anti airs, with active invincibility frames with a divekick (like Necalli’s). I assumed @LockM was trying to make them hit at the same time, so they would trade. What I said, if executed perfectly should stuff the anti air cleanly.
What invincibility frames? You mean priority?
And what I said was for beating out anti airs too.
For them to trade, it probably means they have similar priority - but I really don’t expect anyone to anti-air his divekick with a normal because of the timing. You basically have to know it’s coming…people normaly anti-air expecting a normally timed jumping attack.
Set them to reversal DP and some knockdowns can force a trade or win of you jump right away and they quickrise. Try it with different characters, I think I had the most success against Karin’s EX rp