I’m currently doing some extensive testing on when divekick is -, 0, or + against each character. Finding some interesting things. Will post once I finish testing on everybody.
Edit:
Alright I can’t say that this is totally accurate but here it is what I found.
What I did was set the dummy to perform their quickest startup normal on guard recovery as a reversal. This will be a 3 frame move for some characters and a 4 frame move for the rest. I set the dummy to block all and performed a divekick under various circumstances and jabbed right after. Depending on if I get counterhit, our lights trade, or if mine beat theirs I noted a -, 0, or + for that specific circumstance. The different circumstances are as follows and were tested for each character:
WITHOUT V-Trigger:
Divekick blocked standing (Most disadvantageous)
Spaced divekick blocked standing
Divekick blocked crouching
Spaced divekick blocked crouching
WITH V-Trigger:
Divekick blocked standing
Spaced divekick blocked standing
Divekick blocked crouching
Spaced divekick blocked crouching (Most advantageous)
I also discovered another interesting possibility on the vast majority of characters. There is a very specific angle you can divekick at which will hit their hurtbox deeper than usual. It’s hard to explain, you want to divekick as if you’re trying to cross up with it, as far back on their hurtbox as possible. This makes the divekick slightly more +. I’ll refer to this as a deep divekick from here on out.
My results can be divided into groups. The groups are as follows:
GROUP #1 - RASHID, KEN, NASH, SIM
WITHOUT V-Trigger:
Divekick blocked standing = - (0 if deep)
Spaced divekick blocked standing = +
Divekick blocked crouching = +
Spaced divekick blocked crouching= +
WITH V-Trigger:
Divekick blocked standing = 0 (+ if deep)
Spaced divekick blocked standing = +
Divekick blocked crouching = +
Spaced divekick blocked crouching = +
These are the safest characters to divekick against. At worst, you are - but even then you are still safe.
GROUP #2 - VEGA, BISON, FANG
WITHOUT V-Trigger:
Divekick blocked standing = - (0 if deep)
Spaced divekick blocked standing = +
Divekick blocked crouching = +
Spaced divekick blocked crouching= +
WITH V-Trigger:
Divekick blocked standing = - (0 if deep)
Spaced divekick blocked standing = +
Divekick blocked crouching = +
Spaced divekick blocked crouching = +
Almost identical to group #1 except v-trigger blocked standing will not be + unless spaced. These characters also seem to be harder to hit the deep divekick on. You are still always safe on block
GROUP #3 - LAURA, NECALLI, KARIN
WITHOUT V-Trigger:
Divekick blocked standing = - (- if deep)
Spaced divekick blocked standing = +
Divekick blocked crouching = 0 (+ if deep)
Spaced divekick blocked crouching= +
WITH V-Trigger:
Divekick blocked standing = - (0 if deep)
Spaced divekick blocked standing = +
Divekick blocked crouching = +
Spaced divekick blocked crouching = +
These characters have 3 frame normals. Divekicking is slightly less advantageous without v-trigger than the previous groups. You are still safe on block.
GROUP #4 - MIKA, RYU, CHUN, CAMMY
WITHOUT V-Trigger:
Divekick blocked standing = - (0 if deep)
Spaced divekick blocked standing = 0
Divekick blocked crouching = 0 (+ if deep)
Spaced divekick blocked crouching= +
WITH V-Trigger:
Divekick blocked standing = - (0 if deep)
Spaced divekick blocked standing = 0
Divekick blocked crouching = +
Spaced divekick blocked crouching = +
3 frame normals here again. Slightly less advantageous than the previous groups again.
Birdie and Gief are oddballs here. Since they are so big, it is hard to get advantage on a blocked divekick. On top of this, you are actually punishable if they are standing. I do not recommend divekicking against these characters.
So there’s all of that. No clue how useful this is but if you’re wondering if/when you can safely press jab after a divekick then this might help you.