Seems like Yun and Yang can dive kick me all day long and there’s little I can do about it. They dive kick, jump again, dive kick, and do it again. I can parry it once in a while, but it’s occasionally mixed up with a cross-up dive kick, so this severely limits what I can do. DP’s often seem to miss or get parried. Any tips?
u could try dashing under them
I definitely have tried - but what appears to happen (maybe someone else can tell me if this happens to them) is that the dash doesn’t actually go “under” them when they jump straight up. Instead, you dash, but you don’t go as far as normal, and you sort of get caught on the other character… it’s sort of like what would happen if you dashed as someone was landing, but there wasn’t enough space for you to make it under. It doesn’t push them and you hit a standstill. I have found that if you dash twice you can make it, but there is never enough time to dash twice unless they are only empty jumping (and not dive kicking).
block then throw? i dunno, u could watch some daigo vs ko videos and see wut he does to get an idea. i remeber him getting off supers from ko simply by countering his dive kicks
Parry into HP
LP shoryu works good after a parry as well.
If they kinda “bounce back” when you parry, just walk up throw.
Dive kicking is ghey. I’ll be the first to admit that.
But you need to be 100% patient when fighting the twins.
And yeah, blocking in general helps as well. lol.
-SH
If the dive kick doesn’t hit your toe, but rather hits you around your upper body, you have plenty of time to throw when they land.
use shoryus sparingly, cuz they’ll probly start empty jumping to bait it once you hit them with it a couple times. LP shoryus work well (very well), but once in a while you can try to fp shoryu to catch them super high.
if you can parry it, just c.mk x SAIII
dont dash under them… you dont gain any advantage by doing so (if you are even successful).
s.mk is good for catching them as soon as they jump. it’ll keep them on the ground a lot more once u hit them with this a few times
parry then AA taunt.
little tip: you can parry yun’s jab low.most of the time I just block it(divekick) then parry the jab(note that when you parry a jab you get the most frame advantage) if they keep jumping go for a parry or shoryu.
I use cr.Fierce from time to time for mid/far divekicks and it works a few times until they fake out dive kick out of its range and throw you.
Jumping at him as soon as he jumps works fine too.
If I block the dive kick high (upper-body range), I usually try and throw or use the strong-fierce chain to prevent Yun/Yang’s command grab option.
If they’re doing it a lot, just jump and meet them with an attack in the air. Most good air attacks will beat out a dive kick.
^ Yeah. Air to Air attacks work well.
Ken’s j.hp does decent damage, recovers suprisingly fast for it’s strength, and you’ll land before they do.
They’ll also bounce back, and since they bounce back, it gives some spacing room and allows you to try to regain control of the match.
-SH
Random…cough err, psychic dp them. When they get into the stupid dive kick, jump dive kick rinse repeat crap over and over again, they will eat a dp cleanly if you are man enough to throw one out.
srk on reaction to the mk/hk dks and try to cr mk the lk dks before they land.
What is the most damaging thing you can do if you parry a dive kick high? Low? With meter or without meter?
if its high, a shoryu probably. if its low, i dont go for anything crazy, he’s likely to jump again
just parry if they do it non stop you’ll be able to parry it easily
Yeah like that one guy said, if they hit your upper torso u can get a throw on them. If they hit ur legs they’ll follow up with combos such as yun’s LP LK MP then move
Jump straight up mk works well, but don’t get too predictable. Parrying dive kicks can be tricky if they’re a little smart and start doing mixups.
cl.HP does wonders for shotos against dive kicks.
But yeah, parry and block is good too.
lol.
edit:early dash under st.mk
early j.rh
early ex hurricane
parry
block high, throw.
(rarely) dp. those are the most consistent ones, you cant ALWAYS anti air it effectively, thats why its good. it controls a lot of space. if they’re doing it carelessly, you can punish them hard though.