If your divekick has been blocked but they’ll still be in block stun when you land, then keep poking away. If it looks like they might be able to grab you, you can try
- Jump away fireball, confirmed to super if you see them attempting that throw or poke
- Demon flip. This looks very confusing and I used this very well in the SBO qualifiers.
But you would be surprised at what points a connecting divekick can be combo’d. Obviously feet is safer, but you can hit a lot earlier and still combo - just the timing is harder - thats why I advised trying it out with rapid fire.
Again though, if the kick connects in a way that you fear getting thrown on landing, go into demon flip. If their throw attempt whiffs, you can go into a combo. If they poke out, do an early dive kick, then repeat the whole process. If they dont, just go for the grab or a really deep dive kick.
The short short super in this situation works good as well, but from my experience against good players, they usually parry low when a jump in attack didn’t hit meaty enough to combo. If I did go for a ground poke instead of demon flip, I’d go for mk - which can be cancelled into super if it connects, or you can start kara mind games if it is blocked.