That means you’re diving to high/to close to them, which is pointless.
lately I’ve been getting jabbed out of DiveKick whiff>SPD. Like, everyone just mashes jab when they see it. Worse thing is, they get me on the dive kick recovery, or else I would just SRK them.
Am I the only one who does C.fp > C.fp then do instant overhead in the corner?
Edit:
Oh, you meant first hit connects =).
Not sure the point in this combo though, unless you’re just doing it for style.
Sometimes it catches people off guard.
No, I mean on block. You’re around even on frames on a blocked divekick against a standing opponent unless you’re dumb and do it on a standing Sagat at exactly the wrong angle or something similar. The thing is, throws are 3 frames and your cr.lp is 4. If your opponent goes for a throw and you go for a cr.lp you’re going to get thrown. That’s why I prefer divekick -> SPD/SRK.
On the topic of the dive kick, I decided to play a bit of Vanilla today.
Not only did his dive kick have a much faster start-up, it also travelled a lot faster.
Is it possible to OS off Dive Kick?
Would it be possible if seth had an os for spd? Like jump rh > OS spd/srk
So if the jump rh is blocked, you get spd, but if it hits, you get srk? Sorry, just started recently learning OS.
Answering two questions in one go: It is possible to OS an SPD behind a dive kick.
edit: Ummm, however Yung, if it hits or blocked you get the same effect (the OSd move wont come out). The distinction is between WHIFF or HIT/BLOCK. At least in jump-in situations.
So OS Spd is worthless? I’ve only been doing OS Legs and OS Srk.
Any other OS I should be doing with Seth?
Thanks for the heads up Kanta. I’ve been messing with more OS’ lately and thought (obviously) OS’ for Dive Kick would be extremely useful.
Frame traps…?
I know a really dumb one and I don’t even know if it is a frame trap.
cr.lk>st.lk>cr.mp xx Sonic Boom (xx FADC>whatevs in case you want a combo after it, I do this a lot lately). Like, the problem with this is that if they are SRK’ing, you’ll get tagged (and waste those 2 bars of the FADC)
I got a counter hit from cr. lp - st. hp. Not sure if it was a frame trap or strictly coincidental.
Because I go through meter like a crack addict most of my frame traps are DP FADCs. cr.mp xx boom is less of a frame trap and more of a safe string ender. Only combos on counter-hit. cr.lk xx cr.lp -> Cr.mk xx boom is a better frame trap if you want a hit-confirmed FADC into combo but cr.mk is slower so the string isn’t as tight and doesn’t combo off the cr.lp.
Here’s my advice for anyone playing against Ryu:
Save a bar or two to punish fireballs and tatsu with Ex Bullet Kick.
You can dash forward -> Ex Bullet kick and catch Ryu throwing a fireball from 3/4 screen.
Ex BK sucks him out of the air when he tries to tatsu.
I think i’m going to start using it more often. (I wonder if I’ll be using this against a gief who thinks he can Green hand near me)
I wouldn’t ex legs against tatsu, you can just srk or srk fadc stomps divekick which both do more damage, and it’s easier to do.
I enjoy the fact that I put them in the corner, doing 120 damage and 250 stun with 1 bar. It also fucks with your opponent (Making them afraid to throw fireballs like in the good old days of Ultra 1).
Edit: Against Tatsu, they will not know the pain of thinking they can just tatsu close range. The problem with SRK (At least in my personal situation) is I will at times fidget incorrectly, and get a cr.HP rather than a HP SRK.
Both ways are acceptable, but why not just piss off your opponent? Getting hit with Ex Bullet kick is more frustrating to get hit with as a player than SRK / SRK FADC -> Stomps. You would also have another bar after the Bullet kick to do it again. Bringing it up to 240 damage and 500 stun with just 2 moves.
Ever since i switched to stick, this has been happening a lot to me. need more practice.