I try to figure out how dive kicks works since they are a big problem for players
Wolverine Dive kick put you in 18 frames of blockstun on the ground. Unlikely what the bradygames said, the best frame advantage he can have is +8 if he aim the foot (not +11)
Some examples
+6 for wolverine versus Jill crouch


+8 for Wolverine (maximum)


+4 versus standing jill


+1 for Wolverine is not good because if jill mash H, and he try to do a normal in this situation like a cr L or stand L, he get grab by her. If he choose to mash H, he cannot grab her because of the blockstun so he will do a H and get grab before he hit her. Of course he can jump back to bait someone who mash H.


Now what about chicken blocking ? Jump in the air



Jill get hit as soon as she is airborn. Instead of stay in blockstun during 18 frames she land quickly and cancel the guardstun (Alioune “Zero 3” Sensei just learned me that ^^)

Wolverine Land

Jill land just 2 frames after him
In this godlike situation, she has been put in blockstun only during 6 frames + 1 frame of land recovery. Because of that Wolverine is now at -7 ( yes minus seven )
This example show the best scenario possible though (get hit as soon as you are airborn)
I know chicken block is not new (The bradygames guide advice to do that to beat dive kick) but it’s good to know what is the advantage in frames and how it look like frame by frame
Next is Trish