Hi, guys.
Great thread and hella hard stuff u got right here.
But I have a question about usefulness of this TK: how much advantage do you get out of TK DK ? I mean i know it’s all about specific range, but can you get + on block out of TK for frametraps? Or they can just throw you out/counter hit you anywhere?
I believe a perfect TK divekick was getting +1 on block. If you want to use this set a the cammy dummy to cr. LP on block recovery. Then try to divekick and cr. LP the dummy. Done perfectly you get a counter hit.
Probably not the place for this but, I have no issue doing lowest divekicks possible, but they still seem like terrible pressure (unsafe af) and hard to combo out of even if they hit. I just got back from overseas so I haven’t been able to play since release until last night, so maybe I’m clearly missing something? Btw been awhile since I’ve been on these forums, good to see you guys again.
It´s definitely possible, I just managed to do it ending in up fwd, but it´s tight.
And I have trouble linking anything after it.
Ex version ins really easy though.
Usually I go for c.lp -> TC into more vortex stuff. You just have to judge the range, getting a c.lp is fairly easy and you can get it on hit most of the time even if you hit your dk over their head. If you happen to be too far for TC after the c.jab, you can just go for another c.jab into DP/arrow.
ok so i finally got it a few times. it seems easier with EX version for some reason? i feel like you can get a lower divekick with this method than the traditional method. i think Capcom made it hard to do on purpose. well, back to practicing it!
It’s because EX Version has a lower height restriction. According to WydD’s data you’re able to do EX version 3 frames sooner than the regular version.
EDIT: So here’s a video of me doing it with footage of my hands.
I can’t get the lowest possible EX CS with a 9214 motion - I think for the lowest possible (to hit crouchers point blank) it’s necessary to TK. At least on stick - maybe pad or hitbox players can achieve this? But I’m skeptical. Anyway, keep practicing - I’m pretty consistent w/ it now in match play; I find it helps if I’m buffering the 214 input out of the recovery of another move (i.e. c.lpx2, TKEXCS)
I think you’re right. I’ve got some post editing to do…
Also, I was looking at the inputs of the videos above. Instead of doing :qcb: :uf: (2149), I’ve found it easier to add an ‘up’ input before the jump forward. The motion is 21489, which can be seen in some of those videos. I’m not sure why the ‘up’ input doesn’t make you jump straight up, maybe the quick upforward cancels it…