Cat
This guy looks kind of tuff...
I've been seeing a lot of folks getting hit by Superman's divebomb resets in the corner lately. I'm aware that divebomb can cross up at midscreen or in the corner, but most set ups are done without hard knockdowns. (such as 3, 1, or even 11 into trait into divebomb)
The thing about these divebomb set ups is that they can all be tech rolled. Tech rolls can't be punished in this game so you are able to tech roll and block immediately with no consequence.
Since 3, 11, 1, and even 2 are all tech-rollable, you can tech roll using a button while holding back. This makes the divebomb hit in front every time as you roll towards the corner, preventing it from crossing up.
This works with cross up and non-cross up divebombs. Another interesting note is that divebomb only seems to cross up if its done from a certain distance from the ground (usually around character distance, which is variant depending on who you use).
If divebombs are done as instant-airs, they tend to never cross up, and even then if you press a normal to tech roll and block normally, you will block it and able to punish after.
Here's a video demonstrating how to block it every time (even midscreen divebomb cross up set ups).
Now, since I showed how to block it off the normal set ups used, I went ahead and came up with a set up that's a little trickier to land but must be blocked correctly.
This is using a hard knockdown such as b23.
The best part is that divebomb can be done instantly to make it cross up or not.
All you have to do is a instant jump forward divebomb to cross up, or a instant neutral divebomb to hit in front, both of which are hard to see.
Timing takes some getting used to since you there's a slight delay after hitting the b23. Also it must be done as soon as possible and the b23 must hit as high as you can to prevent wake up attacks from coming out.
Here's a quick video of the set-up (don't mind my numerous fails at the end!).
@AK/RM GamerBlake
The thing about these divebomb set ups is that they can all be tech rolled. Tech rolls can't be punished in this game so you are able to tech roll and block immediately with no consequence.
Since 3, 11, 1, and even 2 are all tech-rollable, you can tech roll using a button while holding back. This makes the divebomb hit in front every time as you roll towards the corner, preventing it from crossing up.
This works with cross up and non-cross up divebombs. Another interesting note is that divebomb only seems to cross up if its done from a certain distance from the ground (usually around character distance, which is variant depending on who you use).
If divebombs are done as instant-airs, they tend to never cross up, and even then if you press a normal to tech roll and block normally, you will block it and able to punish after.
Here's a video demonstrating how to block it every time (even midscreen divebomb cross up set ups).
Now, since I showed how to block it off the normal set ups used, I went ahead and came up with a set up that's a little trickier to land but must be blocked correctly.
This is using a hard knockdown such as b23.
The best part is that divebomb can be done instantly to make it cross up or not.
All you have to do is a instant jump forward divebomb to cross up, or a instant neutral divebomb to hit in front, both of which are hard to see.
Timing takes some getting used to since you there's a slight delay after hitting the b23. Also it must be done as soon as possible and the b23 must hit as high as you can to prevent wake up attacks from coming out.
Here's a quick video of the set-up (don't mind my numerous fails at the end!).
@AK/RM GamerBlake
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