At least you dont deny it. RepectSHAZAM
At least you dont deny it. RepectSHAZAM
Divekick combos have always been a bit strict on execution even in inj 1. To be fair though if you link it all together you get absurd dmg. 1 bar with trait just over or under about 50% dmg depending on who your playing against. Just silly. It should be hard to do if it nets you that much.Landing the second Divekick of full screen Mb divekick is difficult. It should launch high imo.
Just practice it , I land it like 95% of the time nowLanding the second Divekick of full screen Mb divekick is difficult. It should launch high imo.
About that video ,have you found any options against delay wakeup? I've spent an hour or so trying to find options against it and I found a potential one but I'm not sure about it yetAnd that one guy wondered why I posted my video in 3 different threads, lmao ^^^
This is a very similar problem i found with f12. You cant cancel it into stage interactables either, and you should be able to do that even when your opponent is airborn. The string must be bugged somehow.I've done some more labbing with wall bounce (WB), this is what I have right now. Looks like the 2 part of f12 is considered airborne or something, as you cannot cancel into WB after f12.
f12xx4 f1xxWB b3 j3xxdf3 f12 1+3 - Biiig damage
22b1xx4 j3xxdf3 f1xxWB b3 f12 1+3
22b1 f1xxWB nj3xxdf3 f12 1+3
d2 f1xxWB nj3xxdf3 f12 1+3
See if you guys can get more using b3 for the last 2 combos, I tried doing the b3 j3xxdf3 etc. ender, doesn't seem possible but my execution could just be bad.
It's not a similar problem, its the same problem. The string is not bugged, what is happening is that Adam is considered airborne during the 2 of f12, so he cannot cancel into wall bounce. Notice how if Adam gets hit out of f12 by one of the characters that can make it fully whiff, he will be airborne despite the player using anything that launches.This is a very similar problem i found with f12. You cant cancel it into stage interactables either, and you should be able to do that even when your opponent is airborn. The string must be bugged somehow.
not really, not a lot of people have been doing it to be honest, lol.About that video ,have you found any options against delay wakeup? I've spent an hour or so trying to find options against it and I found a potential one but I'm not sure about it yet
You can whiff a nj2 and still dive kick after, might work as a pseudo option select for delayed wakeup as it delays your dive kick when they delay their wakeup. Try setting the practice dummy to random delayed wakeup, it seems to work pretty well.not really, not a lot of people have been doing it to be honest, lol.
What character are you using as the dummy? I'm having a pretty hard time connecting the 13 after f12So what are people doing after the dive kick mix up hits? Combos seem a little weird since it hits so low and deep. Best I've found is mb dive kick (either), nj1 xx close dive kick, nj 1 xx far dive kick, f12, 13. Good for 457 and back into the mix up. 501 if you throw trait in after the f12
Did it on Superman. Maybe it's a height thing? The first nj1 xx close dive kick I'm doing ASAP. The next nj1 xx far dive kick I'm doing when I'm about level or even a little above. Should be enough time to hit the ground and get the rest in. I'll see if I can post a little vid when I get home from work today.What character are you using as the dummy? I'm having a pretty hard time connecting the 13 after f12
I tested it that already , I was able to dash and block before the divekick hits , Also I tested it on deadshot whose d2 is shit so I reckon I could d2 if I read that he's gonna do a super delayed nj2You can whiff a nj2 and still dive kick after, might work as a pseudo option select for delayed wakeup as it delays your dive kick when they delay their wakeup. Try setting the practice dummy to random delayed wakeup, it seems to work pretty well.
Yea I know, I wanted to post it, but was afraid of posting another videoYou can whiff a nj2 and still dive kick after, might work as a pseudo option select for delayed wakeup as it delays your dive kick when they delay their wakeup. Try setting the practice dummy to random delayed wakeup, it seems to work pretty well.
How I do it is not doing an instant one , I do a normal empty jump into itAre you guys using any visual/audio queues for landing the iadf3 after 112, db1 opener? I'm noticing that if I do not delay the divekick I will just land right next to them as they are too high from the db1 carry. If I wait half a second too long the kick will land, but they will be too low for f12 1+3 to connect.
I know there is a sweet spot, but I can't seem to find it consistently unless I'm not focusing (which is weird to me).
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Thanks, I'll give that a shot when I hit the lab tonight.How I do it is not doing an instant one , I do a normal empty jump into it
Np , don't do it too late though it still needs to be quick , and do a forward jump , not a neutral jumpThanks, I'll give that a shot when I hit the lab tonight.
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