Divekick

Divekick

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Sensei (Kick Gem) In-Depth Analysis
By ThanosPKC
This guide will cover my experience and knowledge as Uncle Sensei with Kick Gem. Uncle Sensei is not the easiest character to play, however, he has plenty to offer for those who are willing to put in the time and effort to learn.
   
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Character Overview

Note: If you are unfamiliar with the terms used, please refer to the Glossary section.
Abbreviations are used for moves, and the key can be found in the Command List section.


This is still a Work In Progress. Will remove this line when I feel it's complete. =)

Sensei is unique because he has two fighting stances.
    Footstance
  • Standing - stands on his feet
  • Attacking - performs a horizontal divepunch attack.
  • Jumping - lower dive height, and more retreating kickback (compared to handstance)
    Handstance
  • Standing - stands on his hands
  • Attacking - performs a steep divekick attack.
  • Jumping - higher dive height, and less retreating kickback (compared to footstance)
    Specials
  • Air Special - Stance Dance
    This allows Sensei to switch stances while in the air (jumping or kicking). This is used for movement, attack adjustments, and avoiding kicks and headshots.
  • Ground Special - Super Jump
    This allows Sensei to jump high and fast. A very versatile move, it can be offensive (quick attacks, height leverage, line attacks) or defensive (escaping, stalling)
  • Kick Factor
    Like most characters, Sensei gets a temporary speed bonus that makes him jump higher and kick faster.

    Strengths
  • Height Leverage
    Sensei's normal handstance jump into divepunch can get above most characters. Super jump gives Sensei the ability to get above any character quickly.
  • Fast Attack Range
    Despite Sensei's slow kick speed, his extension on divepunch when it comes out makes it very hard to react to when close. Using super jump can make attacks even harder to react to since the extra height makes it harder to escape.
  • Multiple Kick Angles
    Stance Dance enables Sensei to be unpredictable. Opponents have to be wary of both kick angles at all times.
  • Large Hitbox with Divepunch
    Sensei's divepunch has a large hitbox and minimal hurtbox overlap. This allows him to win kick to kick clashes more often than not.
    Weakness
  • Slow Kickspeed
    Sensei has the second slowest kick velocity (Stream is the only character who kicks slower). Mistakes when attacking from afar or mid range leave the enemy plenty of time to adjust and punish.
  • Difficult Small Movement
    Since Sensei switches stances every kick, managing his movement requires more thinking than most other characters. His horizontal divepunch can take him too far and allow him to get punished. Besides a handstance kickback kick, movements that only travel a small distance are relatively slow.
  • Tall Hurtbox and Exposed Head
    Sensei's footstance is tall when compared to the other characters standing states. His hurtbox gets even taller in handstance. His divepunch has a very long hitbox. During divepunch, Sensei's head is lower and forward which can lead to double KO's where Sensei is headshot. Landing into handstance from a divepunch is when Sensei is most vulnerable. Any enemy attempts to toe tap him can lead to a headshot. Also, moving too close to an opponent makes their neutral jump option very strong because of Sensei's tall hurtbox. Stance dancing can help change out of long hitboxes and reposition his head.
  • Handstance Kickback
    While it has decent height, the horizontal retreating distance is very short. Some characters will be able to chase down the landing.




Movement
Movement Options
Sensei has three kick options out of a jump or a kickback: regular kick, switch kick, plink kick. Since he has two stances, this gives him a twelve possible kicks.
*For reading abbreviations and commands, please refer to the Command List section.

IMG1Image shows the minimum distance Sensei can travel if commands are pressed consecutively.
    Footstand - Start(S), fks(B), fkp(C), fdp(F), fkk(A), fdk(D), fds(E)
  • A. fkk - footstance kickback kick (k, k)
  • B. fks - footstance kickback switch kick (k, d~k, k)
  • C. fkp - footstance kickback plink kick (k, k~d)

  • D. fdk - footstance jump kick (d, k)
  • E. fds - footstance jump switch kick (d, d~k, k)
  • F. fdp - footstance jump plink kick (d, k~d)


IMG2Image shows the minimum distance Sensei can travel if commands are pressed consecutively.
    Handstand - Start(S), hkk(G), hdk(J), hkp(I), hdp(L), hks(H), hds(K)
  • G. hkk - handstance kickback kick (k,k)
  • H. hks - handstance kickback switch kick (k, d~k, k)
  • I. hkp - handstance kickback plink kick (k, k~d)

  • J. hdk - handstance jump kick (d,k)
  • K. hds - handstance jump switch kick (d, d~k, k)
  • L. hdp - handstance jump plink kick (d, k~d)


Small Movement
Handstance Kickback Kick and Footstance Kickback Switch Kick are the smallest movement options for their respective stances. Use other options and timings to stay unpredictable.

Starting the Round
  • In footstance, starting with a kk or dk can be risky since it is not a small movement. A delayed kickback and late divepunch is the safest option to start the round and build meter. However, waiting for the opponent and advancing are still good options that just involves risk.
  • In handstance, starting with a kk, or dk, is usually safe and builds one kick of meter.


Meter Requirements
Stance Dance (refered to as a switch) has different costs while jumping or kicking. A null switch refers to performing a stance dance while jumping.
  • A kick builds 30 meter.
  • A null switch costs 20 meter. (A null switch cannot be performed with less than 20 meter)
  • A switch during kick costs 50 meter. (A switch during kick can be performed with less than 50 meter, however a minimum of 30 meter is needed. Performing a switch during kick with less than 50 meter will drain your meter to zero and not go negative)
Note: The Air Special Indicator lights up at 25 or more meter. If you have 20 meter, you will still be able to perform a null switch even if the Air Special Indicator is not lit.

Having at least 20 Meter enables all starting kick options.
Having 160 meter for super jump (140) and one null switch (20) opens up all movement options.

Efficient Meter Movement
  • Regular Kick: +30 meter (0 spent, +30 gained from kick)
  • Switch Kick: +10 meter (-20 spent on null switch, +30 gained from kick)
  • Plink Kick: -20 meter (+30 gained from kick, -50 spent on switch during kick)
Variable movement will keep the opponent guessing, however, try to use the positive meter kicks more often to build up to Super Jump and Kick Factor.




Main Weapons
Fast Low Attack
Used to toe tap characters that get too close or surprise players that are slow to react.
  • Footstance Jump Divepunch - fdk (d,k)
  • Handstance Jump Plink Kick - hdp (d,k~d)
Both attacks pictured have a jump taking 5 frames and the kick beginning at frame 6. This image is a still of where the divepunch (fdk) and plink kick (hdp) would be in 16 frames. This is on the edge of being reactable. At this distance, it is very hard to react to Sensei's fast attack.


Fast Mid Attack
Used as a headshot attempt or slightly above while predicting a kickback response. While these are slower than the Low Fast Attacks, the extra height makes them harder to escape even if the opponent has decent reactions.
  • Footstance Super Jump Divepunch - fjk (d~k,k)
The higher divepunch (fjk) has a jump lasting 10 frames with a kick beginning at frame 11.
The lower divepunch (fjk) has a jump lasting 8 frames with the kick beginning at frame 9.
The picture shows where both kicks will be at frame 16.
Note: The footstance super jump Fast Mid Attack is very hard to perform at a consistent height and was ommited for unreliability.


Super Jump Attacks
Sensei's lack of speed can be overcome with Super Jump cutting down jump time. Much practice will be needed to get the correct kick height out of a Super Jump attack from any stance. When doing a super jump from handstance, plinking k~d will get you into divepunch quickly. While divepunch is the preferred starting kick, divekicks are still useful for low jumpers and opponents who have been trying to dodge under the angle of your attack.


Highest Divepunch
When Super Jump isn't available, the largest threat comes from the ability to come in high horizontally and then adjust your angle for the kill.
  • Handstance Jump Switch - hds (d,d~k,k)
This particular move is a staple because it combines the best of both stances (handstance's jump height with footstance's divepunch). The height leverage from this move can create space needed to advance. Using this move well, requires reliable execution of null switches, so that you don't kick out accidentally or too low.

Offense
Attack Position
Because of Sensei's slow kick speed, opportunities to attack from afar and mid range are risky. There are more chances to land close attacks where kick speed has less relevance. The range of Sensei's fast attack is usually longer than the range of the opponent's. A good position is outside their unreactable range and close enough where Sensei's fast attacks are very hard to react to. From this position, attacking or waiting for the threat of an attack to force the enemy to move are both good options. Footstance benefits low attacks because divepunch will be ready. Handstance benefits mid and high attacks because neutral jumps have more velocity and height. If super jump is active, it enables a fast high, mid, and low attack.

Getting into Position
Approaching is where most of the work is done. Understand the movement options, the time it takes to execute each, and what stance it results in. The move that gets Sensei into attack position is called the "Step In." Reckless step in's will get punished. Use the faster movement options to perform the step in. The best step in is when Sensei can get into position while the opponent is still in the air and about to land in front of him from a kick. From there, a fast attack will be impossible to escape. Sensei is more vulnerable when stepping in with a divepunch into handstance. His head will be exposed (both on the kick and landing) at the place where most players target to punish a step in. Handstance also has a taller hurtbox for high attacks and handstance kickback will not retreat as far. While Sensei can be more vulnerable, successfully landing in handstance enables more threat and options when attacking.

Threat
Defined as the ability to force an opponent to move through the possibility of an attack, without having to actually attack.
  • Ground Threat
    Sensei has many options to attack the space directly in front of him. Having meter for Super Jump will extend that threat, since it can decrease chase time. Punishing an opponent at a close distance multiple times can psychologically cause them to back up when building meter.
  • Air Threat
    Neutral jump from footstance does not have as much height as handstance jump. Neutral jump from handstance has good height and switching into footstance to show a prepared divepunch can create a lot of threat. However, landings from any neutral jump can still get punished with good timing. Air threat may also force them to try to sneak under. Be ready to do a switch kick (from footstance divepunch threat to handstance divekick) to punish any late attempts.
  • Stance Threat
    Showing a kick angle can cause a player to react. Depending on your opponents response patterns, Sensei can create mind games with no switch, a single switch, and even a double switch. An example would be to start a high divepunch and as they do a kickback, switch into a divekick to get them to attempt a punish, and then switch back into divepunch.

Attacking the Corner
Successful use of threat will eventually push them back and set up a corner attack. If a corner attack is too high and the enemy goes under, Sensei can get caught up against the wall for a punish. There is usually a kick and switch at a certain height that will threaten most escapes, but the window to perform them will be very small. Also, look for when the opponent's kickback will be stopped short by the wall. This opens up some slow chase down options that aren't normally available.

Neutral Jump Crossing Under
Due to Sensei's jump height, opponents will try to cross under his neutral jump to avoid attacks. If they are really late, headshot them with a late divepunch. If they are only a little late, be ready to switch into handstance to perform a late divekick. If their timing is good, escape by kicking away (detailed in Missing the Target section), or land and attempt a quick kickback kick upon landing.

Approaching Concussed Opponents
Sensei has a strong ability to chain headshots because of his jump height and multiple angles. When going for consecutive headshots, overshooting is a problem. However, even if on a miss, Sensei still has a possibility to chase down a concussed opponent. Make short movement towards the enemy and then use height leverage to force them to kickback. If they neutral jump or stand in place, and Sensei is at a decent height, attacking with divepunch and switching into divekick is a strong option. If they kickback, sometimes Sensei can even chase down their kickback safely and hit them upon landing. If their kickback is not punishable, do a late kick to gain space. Repeat until they get to the wall where they will have less options, then use Sensei's angles to cover the enemies remaining options.

Kick Factor
When Kick Factor activates, the camera freezes action for one second. This can mess up timing if you aren't prepared for it. Activate Kick Factor when making safe movement and try to avoid activating it when attacking as it can give them extra time to react to you. Once you do have Kick Factor, be extra cautious on approach because each movement travels a decent distance. The extra speed creates a lot of threat, extends fast attack range, and enables fast chase downs. Being patient and waiting for them to move is a safe and strong play. If they choose to wait, try to threaten them with a neutral jump and take any space that is given. Pay attention to when meter will run out, because mid-kick with no meter to change angles is a bad situation.

Being Precise
This image shows the relative difference between the jump height of a jump from footstance vs a jump from handstance. It also shows at what level a divepunch will come out.

    Notice the difference in jump height from each stance.
  • A regular divepunch at the top of a jump from footstance will hit with a low headshot a standing opponent.
  • A plink divepunch at the top of a jump from handstance will hit with a high headshot or miss a standing opponent.
  • A switch divepunch at the top of a jump from handstance will miss a standing opponent.
The differences may seem small, however, they can make a large impact on the effectiveness of an attack.

Missing the Target
  • Under
    If the attack angle is too low, expect a punish from above. Recognizing this mistake very early can make switching to land earlier a good option. When getting punished is unavoidable, a correctly timed switch can save Sensei from being headshot or dodge the attack entirely. Always be ready to switch during an attack.
  • Over
    If the attack angle is too high or the enemy crosses under Sensei safely, use stance dance to control landing timing. Staying in divepunch to get away can be an option, however, it usually isn't the best option. Landing earlier should protect space and open up punish opportunities if they tried to chase down incorrectly. If they chase correctly, time a switch to prevent the long horizontal hurtbox of divepunch to be hit.




Defense
Avoiding Attacks
  • Low Attack - If the attack angle is too low, Sensei has many options to get above and punish.
  • High Attack - Sensei has the ability to cross under, however be sure to pay attention to avoid getting hit while in divepunch due to its long horizontal area.
  • Mid Attack - This is where Sensei is weakest. His footstance kickback can usually escape, but his handstance kickback will not. Also, trying to go under a mid height attack can be tough since Sensei tall hitbox can be hit during the attempt. To avoid strong mid attacks, avoid situations where Sensei lands close to an opponent who is jumping up.

Defending in the Corner
Too many delayed kickback kicks can lead to being pushed back into the corner. When there, handstance makes a high escape easier. Footstance makes low threat greater and a low escape faster. Avoid getting into the corner in the first place by holding ground and utilizing threat.

Time Outs
The zero on the timer is a full second. Practice is needed to get the timing down correctly when playing for line. Also, Kick Factor flash pause is a full second that pauses the action but the time ticks through. It can be used as a timeout tool by Sensei or his enemy.
  • Defending the Line - Whenever in front of the line, defend it and don't let the enemy pass. All this involves is the standard reaction based punishes.
  • Taking the Line - When behind the line, attempt to take the line. It is better to be about one to two character lengths away from the line than to be right next to it. Sensei's reg jump, super jump, variable kick angle, and large divepunch hitbox makes taking the line a strong option. Super Jump enables Sensei to quickly get to any height. Switch kicks can adjust horizontal timing to stay close to the line. The large divepunch hitbox can win trades when clashing kicks at the line.
    • Kick high to play it safe
    • Kick mid to threaten the other player.
    • Kick low can lead to being headshot, and is usually a last resort.
  • On the Line - When there is not enough time to reposition off the lin, decide between kickback kick, neutral jump, or super jump. A super jump is the safest option as more characters will have a hard time reaching Sensei before time runs out.

Enemy Kick Factor
Keep an eye on the opponent's kick meter. Whenever they are one kick away from activating it, they can sometimes get be in a rush to activate it. Also, knowing a Kick Factor flash pause can happen will prevent any timing mistakes due to it.
    Risky Read Attacks
  • Quick divepunch to where their step in would be.
  • High superjump divepunch after they step in to catch the expected high neutral jump followup.
    Defensive Play
  • Stalling - Wait for them to come, do not neutral jump, kickback as needed, and punish any overly aggressive attacks. Use super jump to threaten them and stall for more time.
  • Escaping - When Sensei is getting close to the wall, try escaping. Low escapes are usually more risky due to slow speed and long hurtbox. Super jump to stall and kick away. Beware that some characters can chase down a super jump escape. Vary the kick out of the super jump and landing timing to throw the opponent off.

Concussion
    When concussed, decide between prioritizing survival or preventing another headshot.
  • When trying to survive, get into footstance. Stay still unless forced to move. When they get too close to react to, kickback. Do not kick unless the kick is guaranteed to hit. Otherwise, a miss will be slow and land in handstance which will most likely lead to a loss and possible consecutive headshot.
  • When trying to prevent another headshot, get into handstance. Again, stay still unless forced to move. If they come in for a high attack, just stand there and accept the kick. If they go in for a low attack, jump or kickback then kick to shift Sensei's head to the top.




Matchups I
This section assumes you have general knowledge about each character's basics attributes and specials. The rating will be formatted as Sensei - Enemy, thus a 4-6 means Sensei's disadvantage. Matchups are for PC Version AE+Fencer.
Also, since player styles can change matchups considerably, my views may be biased. =)

Jefailey (7-3)
  • Specials
    • Air Special - Disqualification's meter drain is annoying, however, Sensei's specials don't cost that much.
    • Ground Special - Timer Scam can be an issue if Sensei is in handstand and close to Jefailey. He can charge during the pause to make a fast mid attack. The pause can also mess up a player's inputs just like Kick Factor flash pause.
    • Kick Factor - Jefailey's kick factor is very strong against Sensei since it allows Jef to make fast mid attacks. Super jump is still strong and should be used for an attack rather than an escape.
  • Time Out and Trades
    • While Jefailey can threaten to take the line with a charged boom kick and height, super jump should counter it.
    • Trades are usually even, however there are possbilities for Sensei to get headshot on a trade.
  • Objectives
    • Sensei will build meter and use Super Jump to dominate the matchup by attacking quickly from above aiming to chain headshots.
    • Jefailey will be making risky attacks to prevent Sensei from building meter for super jump while building meter for kickfactor.

Mr N. (6-4)
  • Specials
    • Air Special - Marneto is great for feints and height adjustments, however, Super Jump can hit N out of the sky at closer range.
    • Ground Special - GTFO will allow Mr N to outrun divepunch, but it will be hard for N to punish Sensei after the escape.
    • Kick Factor - The speed bonus N gains makes it harder to super jump attack him. Mr N's huge hurtbox and kick angle still give Sensei plenty of room to knock him out of kickfactor.
  • Time Out and Trades
    • If Sensei has meter for Super Jump, he can win the line. However, with enough meter and time, Mr. N can get higher with double jumps.
    • Because of Mr N hurtbox size, Sensei should win most close calls unless he is directly under Mr. N.
  • Objectives
    • Sensei favors footstance in this matchup and is looking to protect the area in front of him. Sensei will try to get belly taps as Mr N looks to step in and build meter. When N gets meter, Sensei should be patient and let Mr N use his meter and try not to fall for any Marneto baits. Once Super Jump is active, it will be used to catch N trying to do a high neutral jump attack or predictive attacks above Mr N.
    • Mr N is always looking to gain meter and wants to limit Sensei's meter build. There will be opportunities to chase Sensei doing a handstance kickback. He will have to take risks to try to get directly above Sensei in order to get kills. He can also try to bait out super jumps at distances where he has enough time and space to double jump over attacks.

Fencer (5.5-4.5)
  • Specials
    • Air Special - Air Tumble's existence makes it hard to attack into a neutral jump Fencer. Sensei will be passive and not look to kick fencer unless fencer is kicking or already rolling.
    • Ground Special - Ground Tumble allows fencer low forward movment, but a defensive Sensei angles low enough.
    • Sword - Very strong projectile that the match revolves around. Sensei can threaten the center space at the start of the match but cannot totally prevent Fencer from picking it up. Both characters will want to play on their respective sides to have more control of sword position.
    • Kick Factor - Not threatening at all, since Sensei is already defending Fencer from passing him.
  • Time Out and Trades
    • Sensei should be able to win timeouts vs swordless Fencer. Fencer with sword can look to defend line with a sword throw. In which case, Sensei can give up the round if he can get Fencer's sword on his side. Note: Fencer drops sword on time out losses.
    • Since Fencer's hitbox is small and has a lot of overlap with his hurtbox, Sensei should win all foot to foot clashes.
  • Objectives
    • Sensei must always be aware of the position of the sword and not let Fencer have it. Sensei must first separate Fencer from his sword and then go into defensive mode preventing Fencer from passing him. Footstance is favoured here because divepunch is great for punishing Fencer's min height kick movement weakness. A very defensive and passive Sensei will be hard for Fencer to deal with.
    • Fencer will be looking to hit "stab and grabs" where he can win the round and keep sword, as well as using sword threat to land regular kicks. When he doesn't have sword, he will try to bait a landing punish and air tumble out of it to retrieve his sword. If Sensei gets too close, Fencer can do a fast mid attack.

Kick (5.5-4.5)
  • Specials
    • Air Special - New Angle will allow Kick to punish from afar with neutral jump. Sensei can use his height leverage to get above it while threatening Kick's landing.
    • Ground Special - Party Starter poses a real threat to Sensei, since it will make rushing him down a lot easier.
    • Kick Factor - Kick's extra speed will make him very hard to react to. Super jump is better as a stall than escape here.
  • Time Out and Trades
    • Kick's low jump height makes it easy for Sensei to win or tie line.
    • Sensei usually gets ties or better.
  • Objectives
    • Because starter and Kick Factor are a threat, Sensei should approach and limit Kick's meter build. Sensei will aim for mid to low attacks since Kick is very good at getting under an attack. Sensei also has to be aware that Kick can kickback away from his fast attacks better than most of the cast. Any high neutral jumps from Kick can be punished with super jump speed. If he can headshot Kick, a chain is a decent possbility.
    • Kick will be looking to build meter for Party Starter and Kick Factor while looking for any opportunities to punish any movement mistakes by Sensei. Kick's speed can be used to rush down Sensei if he uses a kick that takes too long to land.

Johnny Gat (5.5-4.5)
  • Specials
    • Air Special - Black Hole Gun is risky for Gat to use because Sensei can chase down the landing after activation. If a black hole is set up, waiting is usually a good option for Sensei. Jumping and kicking recklessly by black hole can be risky.
    • Ground Special - Valet Service is also risky for Gat to use because Sensei can Super Jump into a divepunch attack that is both threatening and avoiding the car at the same time.
    • Kick Factor - Gat's Confusion can cause Sensei to make some bad movement, but on the other hand it can also cause some lucky wins as well. Overall, Sensei does not want to deal with reversing buttons.
  • Time Out and Trades
    • Gat's lower jump height makes it easy for Sensei to win or tie line.
    • Trades are about even (no adv to either).
  • Objectives
    • Even though Gat is not as fast as Kick, Sensei has to be aware of Gat's outstreched foot and its reach. Gat also has a great kickback that can avoid fast attacks. Sensei will use his neutral height to threaten and push Gat back while looking for opportunities of long chase downs of some of Gat's kickbacks.
    • Gat is trying to toe tap any mistakes in small movement. Gat will try to use his fast kickback to bait Sensei into chasing mistakes while building up meter for Kick Factor. Stepping in with good timing can allow him to get above to unleash a mid attack.




Matchups II
Dr Shoals (5.5-4.5)
  • Specials
    • Air Special - Death From Above will be utilized to bait Sensei into bad jumps as well as maintain threat when over Sensei through turnaround kicks.
    • Ground Special - Brilliant Escape allows shoals to make a kickback kick like punish which can be strong if Sensei is in the wrong stance.
    • Kickfactor - Kickfactor speeds up Shoals Startup however Sensei should be able to deal with it because of Super Jump.
  • Time Out and Trades
    • Line play will depend on Meter. If Sensei has enough for Super Jump, he can win line. Shoals has some counterplay involving taking the line earlier (or baiting out superjump)
    • Slight advantage to Sensei winning more clashes on average.
  • Objectives
    • Sensei will favour handstance here for the extra jump velocity. He will be looking to cross under if needed, and ultimately look to get close enough to super jump into an attack that is impossible to escape.
    • Shoals will be looking for a way to build a little meter and then try to use Death From Above to bait Sensei into mistakes. She can also look to attack by crossing over Sensei and trying to tag his feet in handstance.

Baz (5-5)
  • Specials
    • Air Special - Bazouken gives Baz a bait, escape, and a quick mid attack option.
    • Ground Special - Shocker can kill Sensei if he overshoots or goes in for long chase down.
    • Kick Factor - Baz's specials are more important than his kick factor, so this rarely comes into play.
  • Time Out and Trades
    • Sensei can take the line if he has super jump active. Although, it will be harder to take if Baz has meter for shocker.
    • Trades can go either way here.
  • Objectives
    • Sensei will favor handstance since the extra height will be needed. Sensei must pressure Baz so that he doesn't gain too much meter. Although the safest position is where Baz' swing arc is the lowest, the attacking position will be in front of Baz, outside the range of the first few frames of his swing kick. This is the positon where a super jump attack will hit either swing kick or bazouken.
    • Baz is trying to build up meter for Bazouken and defending the space in front of him with rope mixups. Occasional mid screen swings and horizontal bazoukens can also payoff.

S-Kill (5-5)
  • Specials
    • Air Special - Trick is very dangerous. Sensei can react to it by performing a kickback, however there are trick attacks that are unavoidable if Sensei is moving incorrectly. Stance Dance allows for head saves and possible dodges.
    • Ground Special - Parry can be avoided using Sensei's stance dance, but is still a good tool for S-kill
    • Kick Factor - S-Kill's teleport mode is actually easier to toe tap with Sensei's attacks since S-Kill's teleport jump has more catchable startup frames. Be sure to watch for the horizontal or vertical teleport graphic to have a better sense of where S-kill is.
  • Time Out and Trades
    • If S-kill has meter for trick, then winning the line can be hard.
    • Sensei should win most of the kick clashes.
  • Objectives
    • Sensei will approach and try to limit S-Kill's meter build to lessen the amount of Tricks he can use. Sensei will look to punish S-kills slow kick towards the ground or use super jump to quickly attack an S-kill who's commited to a second jump.
    • S-kill will try to build meter safely and then use trick to get kills. S-kill can use a double jump to get high and attack if Sensei gets too close.

Stream (5-5)
  • Specials
    • Air Special - Flame Bait is not much of a problem for Uncle Sensei because he can cross under decently. Super jump can also react to quickly hit Stream while he's still doing his flame bait animation.
    • Ground Special - Spooby Pls can always be dangerous. Make sure to pay attention the camera to guestimate streams position.
    • Kick Factor - Streams mini missles allow him to set up traps that are very hard to deal with. Using super jump to stall or escape is a good option.
  • Time Out and Trades
    • Sensei had the advantage with superior height and super jump.
    • Stream can win slightly more clashes. Sensei needs good angles to win any.
  • Objectives
    • Sensei will be weary of long horizontal kicks, while trying to punish Stream's meter build. Sensei want's to push stream to the corner and go in for the kill. If Stream crosses under, Sensei can land from his jump and still have a good shot at a punish.
    • Stream will try to build meter for Kick Factor as well trying to catch any of Sensei's movement mistakes

Dive (5-5)
  • Specials
    • Air Special - Terminal Velocity will allow Dive to bait and escape Sensei's high attacks.
    • Ground Special - Parabolic Arc extends Dive's unreactable range.
    • Kick Factor - The speed bonus added to Dive's jump height and kick angle make him very scary. Super jump escapes can get chased down.
  • Time Out and Trades
    • Sensei has the advantage to take line since he can out jump even Dive with dive gem.
    • Just like versus Kick, Sensei will usually tie or better.
  • Objectives
    • Sensei will pressure Dive to make Kick Factor harder to get to. He will try to corner Dive and use his angles to go in for a kill. While a good Dive can feel slippery and hard to catch, patience and slow approach will pay off.
    • Dive's ultimate goal is to build up to Kick Factor. However, Dive can also look to utilize his height and do a mid attacks against Sensei's handstance. Dive can also use terminal velocity to bait Sensei into mistakes, as well as parabolic arcs to catch Sensei stepping in.




Matchups III
Markman (5-5)
  • Specials
    • Air Special - Feint does well vs Sensei.
    • Ground Special - Markman's items are all decently effective against Sensei. Spring and Glue make an approach difficult. Black Hole gives Markman a way to get above Sensei quickly. Chemistry limits Sensei's Stance Dance options. Oil while sometimes good for forward jumps, make it hard to approach safely due to sliding.
    • Just Frames - EWGF can certainly pose a problem and tend to happen more likely when Markman has meter for feint or precision mode. Backdash is great for getting off traps and extending kickbacks, but I haven't seen it used prominently.
    • Precision Mode - Upkicks are great and allow Markman to do zigzag kicks or punish high escape. Sensei's angle allows him to attempt countering with kick clashes to win the round.
    • Kickfactor - While Markman's kickfactor makes him stronger, Sensei can still defend against it pretty well. He just has to watch out for feints.
  • Time Out and Trades
    • Sensei should be able to win line as long as markman doesn't have kickfactor or an item out that messes with normal line play.
    • Sensei has a slight advantage on kick to kick situations
  • Objectives
    • Sensei will put pressure on Markman to prevent him from building feint and precision mode. Sensei can rush in during an item search and catch Markman during the search or during the startup of his kick. Overall, the matchup revolves around how well Sensei can circumvent the items and not fall for feints.
    • Markman's basic angle and speed isn't great vs Sensei. He will be looking to get items out to control the space and build up feint and precision mode. Both enable Markman to force mistakes out of Sensei. He will try to keep Sensei out of close range so that his kick startup will be punished less.

Kenny (5-5)
  • Specials
    • Air Special - Getting frozen from Spirit Bullet isn't that bad since Sensei can get frozen at a decent height that most chars can't reach. Feint like tactics however can be a problem if Sensei falls for the baits. Kenny can also do turnarounds and that presents new problems that the original character matchup would not have.
    • Ground Special - Ground Spirit Bullet is not much of a threat. Sensei can just play defensive, and Kenny won't be able to build meter while ground bullet is out.
    • Kick Factor - Varies with Stances. Sensei will have to be careful to watch out any horizontal attacks like Jefailey, Kung, and Shoals.
  • Time Out and Trades
    • Will depend on the copied stance, but overall Sensei should have good options to win the line with bullet being the biggest obstacle.
    • Kenny usually has a smaller hit box, but it's tough to say since it is variable. Overall, slight advantage to Sensei.
  • Objectives
    • Variable depending on Kenny's stances.
    • Sensei will look to pressure Kenny and prevent him from building meter for Air Bullet. Sensei will have the advantage over a Kenny with no air bullet most of the time. Kenny's shortness can lead to even tigher attack windows. However, his width makes toe tapping certain stances a little easier. The hardest part of the matchup is readjusting strategy and movement every round.
    • Kenny will look to build meter and then use it for Feint attacks and freezes. Standing is a good option against Sensei's that tend to over shoot and not adjust for Kenny's height. Kenny can make aggressive attacks at the beginning of the round using Air Bullet as an emergency escape.

Uncle Sensei (5-5)
  • Specials
    • Air Special - same options
    • Ground Speical - same options
    • Kick Factor - The extra speed can be strong however, super jump can still battle with it.
  • Time Out and Trades
    • Super Jump with high and low mixups make up the line game.
    • Trades will go to the higher kick.
  • Objectives
    • Both Sensei's are looking to captialize on each others mistakes. Because of the way Sensei does a kickback, mid and high attacks dominate the matchup. Low attacks can occasionally work but must be aimed precisely. The Sensei that establishes early pressure and uses threat well to take space will be up in the meter race.

Redacted (4.5-5.5)
  • Specials
    • Air Special - Cornered Beast allows for escapes, baits, and gives her a far reaching attack when she's close to her own wall.
    • Ground Special - Feral Beast is a great dodge tool that makes Redacted one of the best characters.
    • Kick Factor - The extra speed bonus on top of her ridiculous speed will make her very hard to hit. However, Super Jump provides a decent escape and defense.
  • Time Out and Trades
    • Sensei needs meter for Super Jump to be able to challenge the line. A defensive Redacted should be able to defend it using a reaction kick or feral to dodge.
    • Redacted has the advantage on trades, with a tie or better on most clashes.
  • Objectives
    • Sensei favours footstance here for divepunch. Wanting super jump active, meter build will be a priority. Once it is active, Sensei can be offensive by threatening with a high/low mixup. Missing can lead to getting punished from a goofy jump. Occasionally you can dodge with a properly timed switch. Overall, Redacted speed poses a huge threat and requires meter to combat.
    • Redacted wants to pressure Sensei so he doesn't build super jump easily. She must avoid any careless jumps and have Cornered Beast ready for when she does. Most of the time she can defend at mid range and provide feral mix ups at very close range. She wants to avoid the area where Sensei can simultaneously threaten with an unreactable kick and super jump attack.

Kung (4-6)
  • Specials
    • Air Special - Portal Kick provides a possible bait or escape. Sensei's angle may catch a Kung before she gets into portal on bait attempts. Sensei doesn't mind if she spends meter on Portal.
    • Ground Special - Crack Kicks enable some last second toe tap dodges and can provide psychological pressure when placed correctly.
    • Kick Factor - The speed bonus on top of her angle creates a Kung who can punish full screen with a fast moving mid attack. Super Jump can be used to stall, but escaping is out of the question. Sensei's own kick factor will make his movement harder, so it can be a double edged sword.
  • Time Out and Trades
    • Sensei can win the line here by using his height.
    • Sensei will win most trades
  • Objectives
    • Sensei needs to pressure while being very precise on movement. Kung's unreactable range exceeds Sensei's and she has the speed to punish any mistake from far away. He can not let Kung build meter easily since her Kick Factor is so strong. Footstance is heavily favoured, since height is not an issue and clashes are won by divepunch. Sensei is looking for an opportunity to get above Kung as she is landing for a kick where he can chase down a kickback, but is far enough to also give threat to punishing the under. Super jump can help with setting up this attack.
    • Kung is looking to catch any movement mistakes and throw out mid attacks if Sensei ever lands too close to her in hand stance. All the while she should be saving up meter, and then using Kick Factor to bully Sensei into a mistake.



Technical Details
In order to understand the values, the characters Dive and Kick's values will be provided in parenthesis.
Kick angles are relative to a 0° kick being a completely horizontal kick and a 90° kick being a completely vertically downard kick.
Kickback angles are relative to a 0° kickback being a completely horizontal jump and a 90° kickback being a completely vertical upward jump.

    General Attributes
  • Gravity - 1.6 (Dive 1.5, Kick 1.5)
  • Max Meter - 480 (Dive 480, Kick 480)
  • Meter per Kick - 30 (Dive 27, Kick 22)
    Footstance
  • Jump Velocity - 48 (Dive 45, Kick 40) *affected by gravity
  • Kickback Velocity - 40 (Dive 33, Kick 27) *affected by gravity
  • Kickback Angle - 48° (Dive 54°, Kick 42°)
  • Kick Velocity - 19 + 2.28 (12% kick gem) = 21.28 (Dive 27, Kick 30) *unaffected by gravity
  • Kick Angle - 35° (Dive 45°, Kick 45°)
    Handstance
  • Jump Velocity - 54
  • Kickback Velocity - 40
  • Kickback Angle - 66°
  • Kick Velocity - 27 + 3.24 (12% kick gem) = 30.24 *unaffected by gravity
  • Kick Angle - 55°
    Specials
  • Stance Dance during Jump Meter Cost - 20
  • Stance Dance during Kick Meter Cost - 50 (can be performed with only 30 meter)
  • Stance Dance Kick Velocity Bonus - 5 (this does not work!)
  • Super Jump Meter Cost - 140
  • Super Jump Velocity - 65
  • Kick Factor Velocity Bonus - 35% (Dive 40%, Kick 40%)
  • Kick Factor Duration - 8 sec
    Frame Data
  • Landing = 4 frames before Sensei can jump again
  • Stance Dance Transition During Jump = 0 frames
  • Stance Dance Transition During Kick = 3 frames where kick is inactive
  • Minimum Height Dive Divepunch = 5 jump frames before kick is active
  • Minimum Height Dive Divekick = 4 jump frames before kick is active
  • Minimum Height Kickback Divepunch = 4 jump frames before kick is active
  • Minimum Height Kickback Divekick = 5 jump frames before kick is active

Hitbox and Hurtbox

IMG 4Above is an estimated image mockup of most of Sensei's Hitboxes and Hurtboxes. (Credit to individual hitbox and hurtbox images goes to Ubersaw Medic).
    From Left to Right, Top to Bottom
  • Footstance Jump Ascent
  • Stance Dance Transition
  • Handstance Divekick
  • Handstance Jump Ascent
  • Footstance Divepunch
  • Footstance Standing
  • Handstance Landing
  • Footstance Landing
  • Handstance Standing
    Not In Image
  • Footstance Concussed
  • Handstance Concussed
  • Footstance Jump Descent
  • Handstance Jump Decent
  • Footstance Jump Peak
  • Handstance Jump Peak




Command List
Command Key
d = press dive button
k = press kick button
d+k = press dive and kick at the same time
d~k = press dive, then immediately press kick (plink d,k)
k~d = press kick, then immediately press dive (plink k,d)

Move Abbreviation Key
fd - (d) Jump from footstance
hd - (d) Jump from handstance
fk - (k) Kickback from footstance
hk - (k) Kickback from handstance
k - (k) Kick
s - (d+k,k) or (d~k,k) Switch Kick
p - (k~d) Plink Kick (will trigger kick first, then switch)
fj - (d~k) Super Jump from footstance
hj - (d~k) Super Jump from handstance
n - (d~k) Null Switch during Jump
x - (d+k) or (k~d) or (d~k) Switch during a Kick

More on Plink
Since it is very difficult to press both dive and kick buttons on the exact same frame, the computer gives a window to perform both button presses. Sometimes players end up performing one before the other (k~d or d~k). This is important because each version has different consequences.
    For example when performing super jump
  • (d+k) will correctly activate the super jump
  • (d~k) will correctly activate the super jump
  • (k~d) will result in a kickback
    When performing a null switch
  • (d+k) will correctly activate the null switch
  • (d~k) will correctly activate the null switch
  • (k~d) will result in a kick then a switch
Since pressing (d+k) can be inconsistent, performing (d~k) can bring consistent results.





Option List
Attacking Options
    Fast Attacks - When the opponent is close, use these moves to quickly kick them.
  • fdk (d,k) Low to Mid Attack
  • fjk (d~k,k) Mid to High Attack
  • hdp (d,k~d) Low to Mid Attack
  • hdk (d,k) Mid to High Attack
  • hds (d,d~k,k) High Attack
  • hjk (d~k,k) High Attack
    Aimed Attacks - When the opponent is predictable, use these moves to aim for landings or trajectories.
  • fdkx (d,k,d+k)
  • fjkx (d~k,k,d+k)
  • hdsx (d,d~k,k,d+k)
  • hdkx (d,k,d+k)
  • hjkx (d~k,k,d+k)

Reacting Options
    Kick Punish - When the opponent kicks into Sensei
  • fkk (k,k)
  • hkk (k,k)
  • hks (k,d~k,k)
    Escaping Low - When the opponent jumps or kicks over Sensei
  • stand (nothing)
  • fdk (d,k)
  • hdk (d,k)
  • hdp (d,k~d)
  • hkp (k,k~d)
    Escaping High - When the opponent has Kick Factor or kicks under Sensei's jump
  • The switch command is optional and for controlling landing
  • fdkx (d,k,d+k)
  • fjkx (d~k,k,d+k)
  • hdsx (d,d~k,k,d+k)
  • hjsx (d~k,d~k,k,d+k)
  • hjpx (d~k,k~d,d+k)

Building Meter Options
  • Naturally through approaching movement
  • fkk (k,k) time the kick to be safer
  • fks (k,d~k,k) slower footstance option
  • hkk (k,k) fastest option




Glossary
active - refers to having enough meter to perform a special move
chase - kicking towards an opponent to catch them landing or retreating
clash - situations where characters feet meet
concussed - the state after a headshot where the character is slower for 4 seconds
dive - jumping up
divekick - the kick out of handstance
divepunch - the kick out of a footstance
footstance - Sensei's stance where his feet are closer to the ground
handstance - Sensei's stance where his hands are closer to the ground
headshot - an attack that hits a character in the head leading to a concussed state
hitbox - the area used to determine what parts of a character can hit
hurtbox - the area used to determine what parts of a character is hittable
kickback - jumping back by pressing Kick button while on the ground
kick factor - when a character has full kick meter and gains special abilities
kick factor flash pause - one second pause when kick factor is activated
line - refers to the center of the stage to which timeout wins are measured
neutral jump - jumping up by pressing Dive button while on the ground
null switch - a stance dance during a jump while not kicking
stance dance - Sensei's air special that switches stances in the air
step in - the move that gets into attack position
super jump - Sensei's ground special that allows him to jump quickly
switch - sometimes used in place of stance dance
switch kick - performing a stance dance while jumping, then immediately kicking after
trade - situations where characters feet meet.
unreactable - an attack that is physically impossible to escape from by reacting
plink - pressing one button, followed by pressing the other button very quickly
plink kick - performing a plink to kick out of a jump and then immediately switch
punish - attacking a mistake
toe tap - an attack aimed to hit lowest most forward part of a character



Conclusion
There will always be more to learn as new styles develop. I hope you have enjoyed my analysis whether you agree or not. Hopefully we will meet in a match and you can teach me something new with Sensei or his matchups. Happy Divekicking. =)

2 Comments
Pope Stormdrain (they/them) 13 May, 2020 @ 12:51pm 
bruh wtf this game doesnt deserve an analysis this deep. It's fucking divekick dude chill XD
Esteban 7 Apr, 2020 @ 9:38pm 
Thank you so much! This is a great guide for us Uncle Sensei players!