if you’re already jumping back you can pretty much punish fireballs on reaction with a wall jump against ryu/sagat
plus you can just dive kick if you can tell they’re going to dp the wall jump. it’s pretty crazy to say you’ve never seen or done a wall jump vs these characters. go watch poongko vs mago, poongko does a walljump within 10 seconds of the first round.
About walljump-dive kicking to bait shoryus, if they shortened the dumb dead-time he has before he can attack after a walljump (dont make it instant, just shorten it) he could definitly bait stupid-asses a lot easier with Dive kick. it turned out even worse in Super with the slower dive kick, it has become practically impossible to bait DP with it now.
I’ve done it plenty of times against less solid players. It’s just that the good players know when to throw fireballs and what range to stand at. They usually stand at a range where they can easily punish the divekick. I generally try not to jump back at full-screen. Most people know to dash up by now rather than throw a fireball and eat a combo. It wouldn’t be a problem If we still had the vanilla divekick to go over fireballs. The new one not only has 4 more startup frames, but also seems to decend slower.
This might be a bit off topic, but what if he had a move similar to Nu-13’s Act Parser in Blazblue. It was like a teleport/dash move, but you could only cancel into it. It could cost 2 meter. Wouldn’t it be fun to fireball into Act Parser to instatantly close in on the opponent in a fireball war/run away like a scared animal, or uppercut to Back Act parser on block (fuck Zangief players). The back version might be a bit broken, but a move like this would be fun as heck.
I don’t really understand what they did to the riverdance hitboxes either. they weakened them? what does that even mean? riverdance is more about timing than spacing. I can’t really think of a situation where having a smaller hitbox would cause the riverdance to whiff. maybe if you’re trying to air to air riverdance you’d see the difference? not really sure
The hitbox on the stomp is terrible; his hittable area extends well past the striking area. It’s already a pain in the ass to land stomp combos on half of the characters now due to some change in the way people fall after SRK’s/gay ass hitboxes (looking at you Cody and Dudley). I’ve noticed that I have to jump differently to land SRK FADC stomps and use cr.hp xx lp SRKx2 ~ stomps to land it on some characters.
Capcom needs to just stop fucking with stuff. They act like Seth was some common, overpowered, tournament winning character like vanilla Sagat.
Is that how to land cr.hp-lp dp-riverdance midscreen on cody/dudley? let the lp dp hit twice? I knew this was possible on at least some characters but didn’t know that it let you do that bnb on cody/dudley/whoever else it normally whiffs on.
Yeah pretty much. It costs reset positioning though and normally makes dash under impossible. For the SRK FADC stomps, you usually have to forward jump (and give up better reset positioning that a neutral jump gives) to get it to work on them.
Who knows, maybe this could be a good thing.(removal of j.HP) Might force people to actually engage with Seth instead of zone, or he may get something to makeup for his decreased ability to zone. I did read somewhere his dive kick is faster, that’s good. U1 being more “fireball-like” could mean more combo-ability, although that’s what U2 is for. I’m going to test out Yang regardless of what happens to Seth, but I’ll always have a place for him.