sailerjerry
Noob
So Ive been messing around with Sonya alot lately, but mostly in training mode. Ive noticed that she has a good advantage after a leg grab hits. So Ive been messing around with a setup where after i land a leg grab (most of her good combos end with leg grab) I will throw out a dive kick. Depending on when you throw out the dive kick, it can hit or wiff, cross up or land in front. This set up looks like it could be nice because if you cross up, the opponents controls are reversed, thus messing up his wakeup attack so he has to kind of guess what side you will land on with the wiff dive kick. And even if he inputs the command correctly, you recover from the wiffed dive kick quick enough to block and punish. If the opponent attempts to block, you can grab after the wiffed dive kick. If he attempts to tech the grab or just use any normal, you can time the dive kick a bit later so that you make contact and go into combo, or after the wiffed dive kick, throw out a cartwheel or any normal string that leads into combo. Im not sure how valid or useful this is because I havent gotten a chance to play online today and i got no one around to play offline with me (/wrists). So if anyone is using this or can try this out, let me know what you think! Also, Kung Lao spin can punish a wiffed cross up dive kick, but hes the only one and its only if its a cross up, in which case his controls are reversed anyway. Reptiles elbow dash goes underneath Sonya and everyone else gets blocked and punished. Maybe I just miss playing Rufus in SSF4, but I think this is a decent set up. Anyway, let me know what you think!