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FAQ/Move List by Terotrous

Version: 2.6 | Updated: 12/08/15

                            DDDD       KKK                                     
                            DDDDD     KKKKK                                    
                                DDDDDDKKK   KKKK         KKKKKKKKKKKK KKKKKK   
  DD DD DDDDDDDDDDDDD             DD  K   KKKKKKKKK           KK  KK      KKKKK
  DD   DDDDDD                     DD  K     KKKKK             KK  KK           
  DD  DDDDD                       DD DK        KKKK           KK  KK           
 DDDDDDD                          DDDD           KKK           KKKKK           
 DDDD                              DD             KKKK                         

                           ADDITION  EDITION  PLUS

     A guide to Divekick: Addition Edition Plus for the PS3, PSVita, and PC
                     Written by Adam King (aka Terotrous)

                               Version 2.6

Table of Contents:

You can search using the code listed before the titles to jump right to that
section.  Just press Ctrl-F and type in the code.

F-0   Faq information
   F-1   Version History
   F-2   Preface

D-0   Game Mechanics
   D-1  Introduction to The One True Game
   D-2  How to Divekick
   D-3  Slightly Advanced Game Mechanics
   D-4  Getting Godlike

K-00  Characters
   K-01  Dive
   K-02  Kick
   K-03  Kung Pao
   K-04  Mr. N
   K-05  Redacted
   K-06  Dr. Shoals
   K-07  Uncle Sensei
   K-08  Jefailey
   K-09  The Baz
   K-10  Markman
   K-11  Stream
   K-12  S-Kill
   K-13  Kenny
   K-14  Johnny Gat
   K-15  The Fencer

Z-0   Contact and Credits
   Z-1   Contacting Me
   Z-2   Credits
   Z-3   Closing Information


FAQ Information:


Version History:

1.0 - Aug 21, 2013
First draft.  Covers all 13 characters.  Some of the strategy advice is likely
pretty fraudulent as this is literally day 1 tech.  Meter costs are accurate,

1.1 - Aug 23, 2013
Fixed a bunch of things that were wrong.  See the getting godlike section for
information about Kara Cancels in Divekick, which seem like they'll be
important for some characters.

1.2 - Aug 25, 2013
A couple other minor changes, Mr N's hidden double jump, and Stream's hidden
double kick.  Also, all the special move names are right this time, I swear.

1.3 - Sep 4, 2013
Divekick version 1.1 is out.  Baz is slightly adjusted.  See his section for

1.4 - Sep 8, 2013
Added some more hidden info about Shoals' hidden dropkick and S-Kill's Trick

2.0 - Apr 9, 2014
A major balance patch for Divekick, called "Divekick: Addition Edition",
has been released.  All of the characters have been changed in various ways,
and the guide now covers their up-to-date movesets.  Also, Johnny Gat was
revealed as a playable character, but he's not out quite yet.  I've also
updated the way I denote meter to fit with the game's internal representation
of it.  This update was somewhat hurried to get the new information out there
ASAP, so there might be a few things that still need to be updated from the
old version.

2.5 - Oct 30, 2014
The next patch for Divekick has been released, called "Addition Edition Plus".
This adds the new character, Johnny Gat, fixes some bugs with The Baz, and
makes some minor adjustments to a few of the characters.

2.6 - Dec 8, 2015
Out of nowhere, Divekick got a new character, The Fencer from Nidhogg.  He's
a very strange character, so you'll probably want to read up on him whether
you're playing as or against him.



This game is so simple that it may not really need a guide, but there are some
little details that may not be obvious at first glance.  Also, since this is
a very community-oriented game, there will be some in-jokes here and there,
because you really can't do Divekick any other way.


Game Basics:

This sections goes over the basics (and they are quite basic) of Divekick. 


Introduction to The One True Game:

In case you haven't heard by now, Divekick is a deliberately simple fighting
game that aims to boil fighting games down to their barest essentials.  It's
also a celebration and good-natured parody of Fighting games and the people who
play them.

If you're not familiar with Fighting games, they revolve around combat between
a small number of roughly evenly-matched competitors in a small arena.  A large
part of playing any fighting game well is to always be aware of the options
available to each player and to try to manipulate the situation so that you 
have the advantage.  However, the opponent will be trying to do this as well,
and therein lies the depth that has entranced fans for decades.

Fighting games were enormously popular in the early 90s, with titles like
Street Fighter 2 and Mortal Kombat bringing the genre to the forefront of
gaming.  As time went on, players became very proficient at these titles and 
discovered many techniques that the developers never intended, creating a rich
competitive scene full of dedicated fans.  Unfortunately, over time, these fans
came to desire more and more complex games so high-level competition would be 
more balanced and they could elevate the competition to the next level, but the
increased complexity was too much for new players, and the fighting game 
audience began to shrink.  By the late 90s, apart from Smash Bros (another
Fighting game that drastically reinvented and simplified Fighting mechanics), 
Fighting games had become a niche product, still adored by loyal fans but 
lacking the popularity they once had.

Flash forward to 2012, where Fighting games have seen something of resurgence
thanks to the back-to-basics approach of Street Fighter 4, but they still
remain inaccessible to many.  Every year, Adam "Keits" Heart hosts an event
called UFGT, a more lighthearted Fighting Game Tournament featuring such
events as Ski-ball, Golf, and a tournament of completely random games that
no one is told about ahead of time.  While planning for the tournament, he
jokingly proposes the concept of a fighting game that only has two buttons,
Dive and Kick, two characters, Dive and Kick, and where the only thing you can
do is Divekick, a popular tactic in many modern fighting games.  With the
help of a few friends, he throws together a basic prototype lampooning various
fighting game concepts and characters, intending for it to be a hilarious joke
for his upcoming event, but somehow, everyone loves it, and the one question on
everyone's mind after UFGT8 is "when can we buy Divekick?"

The fan support for the game remains so strong that Keits runs a very 
successful Kickstarter campaign, then cancels it as the game has found a
publisher, Iron Galaxy Studios.  Over the next 9 months, they drastically 
expand and polish the original game, taking it to many events and receiving 
even more rave reviews from players who aren't generally interested in fighting
games but find this one to be very compelling and easy to play.  And now, the
game has finally dropped, and top level competition is available for everyone.
Are you ready to play the One True Game?


How to Divekick:

Divekick has perhaps the simplest controls of any game ever, to the extent
that a control chart is completely unnecessary.  There are only two buttons, 
Dive (Yellow) and Kick (Blue).  It doesn't even have any directional input.

Pressing Dive causes you to Dive (jump) into the air.

Pressing Kick in the air causes you to Kick back down to the ground at an 
angle, which is also the only way to move forward.

Pressing Kick on the ground causes you to Kickback, which is a backwards jump,
and is also the only way to move backward.  

Pressing both buttons at once lets you use a special move, more on that later.

And that's how you play Divekick.  Hit the opponent with your foot while
kicking to win, a single hit determines each round.  Win 5 rounds to win the


Slightly Advanced Game Mechanics:

Even though the above basically summarizes the gameplay, there's a little bit
more involved in Divekick.  For one thing, the game includes multiple playable
characters, all of whom Dive and Kick at slightly different heights, speeds,
and angles.  You can also select one of four different gems to slightly
customize your character.  The Dive Gem causes you to jump 6% higher and 
faster.  The Kick Gem causes you to Kick 12% faster, getting you to the ground
faster.  The Style Gem causes you to gain 15% more meter.  And the YOLO gem is
like a better version of all 3, except that you only get one round while the
opponent gets 5.  Beyond this, there are four further mechanics that affect
how matches play out.

The first and most important mechanic is the Kick Meter, which is the giant
foot that appears in the bottom corner of the screen.  Every time you Kick,
you build up a certain amount of meter (it varies per character), and when
your meter is full you enter Kickfactor, which causes your character to enter
a powered up state, usually making them dive higher and kick faster, though
some characters have different bonuses.  Kickfactor only lasts a short time,
though, the meter progressively drains as soon as it becomes full and when it's
empty, you go back to normal.  You also lose all your meter should you happen
to be hit while in Kickfactor.

However, you don't have to use your meter for Kickfactor.  Each character has
two special techniques that they can use, one for when they're on the ground,
and one for when they're in the air.  These techniques are activated by
pressing Dive and Kick at the same time, and sometimes holding them.  Each
consumes a certain amount of meter, indicated by the blue and yellow markers
in the Kick meter.  You can even use Techniques during Kickfactor, which still
costs just as much meter as it normally does.

Regardless of how you plan to spend meter, though, you have to watch your head.
If an opponent's kick hits you right in the head, this is called a Headshot,
and it has two very negative consequences.  First, in the next round, you will
be concussed, and you will move much slower for the first 4 seconds of the
match.  Secondly, all of your meter will be gone.  You can even be Headshot
again while you are still concussed.

And finally, there is a timer displayed in the top middle of the screen.  As
a single hit in Divekick is always fatal, the winner cannot be determined by
health remaining when time runs out.  When time is almost up, a red line will
appear in the middle of the stage, and whomever is closer to it when time runs
out will be considered the winner.  Should there be a tie, Judgement will
occur, and not only does no one win, but both players lose their meter.


Getting Godlike:

Divekick is largely a game of reactions and spacing, where victory is
determined by your ability to either punish your opponent's mistakes or put
them into a bad situation where they either can't avoid your attacks or can't
do anything without getting punished.  You also want to be aware of what your 
opponent's game plan is and try to prevent them from achieving it.  However, 
there are various other subtle tricks that can give you an edge.

Most characters can build meter easily without giving up much space by hitting 
the kick button repeatedly.  If your opponent is not actively coming after you,
this is often a great way to spend your time.  Every character is more
threatening when they have meter.  By the same token, try not to be too passive
and let your opponents build meter on you.

Speaking of Kickback, it's also the best way to punish opponents who are too
aggressive.  If someone comes right at you, just kickback, let them land where
you previously were, then press Kick again to hit them.  Every character has
a couple frames of landing recovery during which they cannot act, so they are
vulnerable to being hit after coming down with a kick.  Be cautious not to
attack too obviously or over-commit to an attack or you will be easily

Kickfactor has a couple hidden nuances.  First of all, when it activates, the
screen and players are frozen for a second, but various actions continue,
such as the timer counting down and opponent's kickfactor draining.  You can
use a precisely timed Kickfactor activation to give yourself a timeout win.
During Kickfactor, you can also use your specials, but they still consume
meter.  However, you're allowed to use a special you can't afford as long as
it only has an upfront meter cost and doesn't drain it over time, so you can
end your Kickfactor with an expensive Special to really milk your meter for
all it's worth.

On the subject of Timeouts, 0 is a full second.  Don't make your play for the 
middle too early.  If you're going to time someone out with Kickfactor, do it 
exactly as the clock ticks down to 0.

Headshots are extremely dangerous.  Not only do you lose your meter, you're
also greatly weakened at the start of the next round.  Going on the offensive
is almost never an option, you're going to have to try to escape backwards.
But you don't want to just immediately kickback a few times and put yourself
in the corner or you'll be quickly killed, likely with another Headshot.
Even slowed down, your kick can still be threatening, force your opponent to
approach cautiously by not giving up too much space at a time.  You may be
able to stall long enough to survive, or at least make sure you don't get
Headshot again.  If you are the one who scored the headshot, don't forget that
you don't have to go for the kill, you can always take the opportunity to build
meter while your opponent is helpless to stop you, which can pay off in the
long run.

One fairly advanced hidden technique in Divekick is Kara Cancelling.  When
doing a special, Divekick does not actually require you to press both buttons
on the exact same frame, they can be slightly apart and it will still give you
the move.  However, because most actions in Divekick activate on the first
frame, the action from the first button you press will actually activate, then
immediately transform into the special move.  This can allow you to cancel a
kick into an air special where you normally wouldn't be able to, or cancel
a kickback into a ground special and move backwards slightly.  All you have to
do is press the button for the action you want to interrupt a little before
the other button.



Each character's kickfactor meter maxes out at 480, at which point they enter
kickfactor, but they gain different amounts of meter per kick.  With Meter gem,
you gain 15% more, and with YOLO gem, you gain 20% more.




Dive: High
Kick: Average
Angle: ~45 degrees
Meter Gain: 27 (18 / 17 / 15 kicks for Kickfactor)


"Statistically, I can never lose!"

Born and raised in West Philadelphia with his fraternal twin brother Kick,
Dive lived a fairly normal life until some thugs started causing trouble in
their neighbourhood.  They got in one little fight and their mom got scared,
so she sent them to live with their Uncle Sensei in Bel-Air.  They now study
the art of Divekicking with their uncle in the New Angle Dojo.  Dive is a hard
worker who spends most of his time studying mathematics, believing that 
Divekicking is fundamentally an exercise in geometry, but his studies have left
him with less time to practice his kicks.

After finding out that Uncle Sensei's Dojo was near foreclosure in the
original Divekick, Dive has been studying to win the Millennium Prize for
physics and save his uncle from financial ruin.  He hasn't quite solved the
mysteries of the universe yet, but he did figure out how to manipulate his own
personal gravity while kicking.

Dive's crazy hair style and slower divekick compared to his brother are based 
on Yang from Street Fighter 3.  His backstory is a reference to the TV Show 
"The Fresh Prince of Bel-Air".

Dive is a fairly simple character to use as he is very well-balanced and easy
to control.  When played well, he excels at controlling space, his high Dive
height, great kick angle, and his ground special allow him to punish opponents
from farther distances than most, allowing him to move himself to a good
position and then just wait for them to make a mistake.

Ground Special: Parabolic Arc

Cost: 260 (10 / 9 / 9)

Dive jumps forward in an arc.  He can press kick during the jump to turn it
into an attack.

This special can be used for a surprise attack against a cautious opponent,
but the best use for it is probably to punish an opponent's kick from
mid-range.  Characters with slow kicks like Kung Pao cannot safely build meter
against Dive when he has enough meter for this move.  Note that this move is
much deadlier with Dive Gem as the jump travels faster.

Air Special: Terminal Velocity

Cost: 160 (6 / 6 / 5)

- Can use during Kick
- Can kick afterwards

Dive falls to the ground more quickly than normal.  He can still kick on the
way down, but it won't be any faster than normal.  He can also use this move
while kicking for precise space control.

Terminal Velocity is an extremely versatile move that has many uses.  It can be
used for an escape from a poorly placed dive or kick, or it can be used as a 
fakeout to trick the opponent into jumping after Dive, only for him to quickly
return to the ground.  It can also be used to escape Kick's Party Starter, 
since you can still use specials after he launches you upwards.

Tips For Playing Dive:

"The limit is infinity!"

Playing Dive well requires patience.  His high dive and good kick angle allows
him to threaten opponents from mid-range, so as long as he carefully moves into
the right ranges he can force opponents to back up, eventually cornering them
in a situation in which they cannot press a button without being punished.
When this occurs, Dive must simply wait them out, you should never risk what
should be your round by going in for a risky attack that could be punished.
You just have to stay focused and be ready to react when they make their move.

Dive cannot easily trap Mr. N, The Baz, or Stream, as they have ways to neutral
jump with safety and can actually punish Dive if he goes after them.  Against
these opponents, building meter for Kickfactor or specials is usually the
correct route.  Dive's Kickfactor is not the most dangerous one, but Parabolic
is still nearly unreactable in Kickfactor.

All 3 gems can be useful for Dive.  Dive generally wants to have the height
advantage on his dive, so Dive gem is useful against other Dives and anyone
who could potentially match Dive's height by choosing Dive gem.  Kick gem is
a good choice against anyone where Dive definitely has the height advantage, it
gives him more time to react for his punishes.  Style gem is a good choice for
Dive's problem matchups, as his specials can help him work around them.  YOLO 
gem isn't even worth considering, Dive isn't a really momentum-based character.




Dive: Average
Kick: Fast
Angle: ~45 degrees
Meter Build: 22 (22 / 20 / 19 kicks for Kickfactor)


"I've got seven backwards caps and they're all the same colour!"

Born and raised in West Philadelphia with his fraternal twin brother Dive,
Kick lived a fairly normal life until some thugs started causing trouble in
their neighbourhood.  They got in one little fight and their mom got scared,
so she sent them to live with their Uncle Sensei in Bel-Air.  They now study
the art of Divekicking with their uncle in the New Angle Dojo, but Kick is
more interested in his music career and his many hunnies than studying theory.
His ability to stomp out a beat has given him great kicking power, however.

Like most athletes who sign a huge contract, Kick has become ineffective and 
lackadaisical since the events of the original Divekick.  His kicks have gotten
slower and his drive to win has lessened, but with his newfound star status,
when he starts a party everyone hears about it.

Kick's cap and rushdown-oriented playstyle are based on Yun from Street 
Fighter 3.  His backstory is a reference to the TV Show "The Fresh Prince of 
Bel-Air", and many of the things he says are references to Will Smith.

Kick is also a fairly easy character to use, but he's not as balanced as his
brother, instead his playstyle heavily favours offense.  He attacks and builds
meter very quick, and his specials are both offensive weapons, but you can't
approach him too recklessly because his kickback kick is a dangerous punish

Ground Special: Party Starter

Cost: 240 (11 / 10 / 10)

Kick slams the ground with his foot.  If his opponent is near the ground, they
are popped up into the air in a mini-concussion state (though they don't lose
their meter and can still use specials) that lasts until they reach the ground.

Party Starter is a powerful offensive tool that can guarantee a kill if spaced
correctly (not too close and not too far, if too close, they can just press
Kick to kill Kick, if too far, he can't reach them before they get to the
ground).  In many cases it's even possible to get a headshot with it.  Just
be aware that it does have startup and can be reacted to if the opponent is
expecting it.

Air Special: New Angle

Cost: 288 (14 / 12 / 11)

Kick performs a kick that travels MUCH faster than normal, though despite the
name, the kick travels at the same angle as usual.

The most obvious use for this move is as a surprise attack, if performed from
close it's almost impossible to react to it, but it can also be used to escape
from a poorly placed dive or to land a hit in a situation where the opponent
could otherwise get under you.  It costs a lot of meter, though, so try not
to waste it.

Tips For Playing Kick:

"You can cry, ain't no shame in it"

Kick is a very active character, when not going in against the opponent he
should always be building meter, as he uses a lot of it.  His specials all
cost a lot of meter and he wants to get Kickfactor as often as possible.
Try to battle for space at all times so you don't get pushed into the corner,
as Kick has no reliable corner escapes and cannot safely build meter if the
opponent is too close.

In Kickfactor, all Kick has to do to win is get close to his opponent, as a
quick dive and kick from him is impossible to react to with his boosted speed.
Just watch out for opponents neutral diving to threaten Kick from coming in,
If the opponent neutral jumps and is above you when you land, try a quick dive
and kick to get behind them, from there you can continue the threat as they
come down.

Kick doesn't like people who stop him from playing his game.  Characters who
control space well can potentially prevent him from building meter or trap him
in the corner, and this drastically limits his effectiveness.  Be wary of
Redacted, who is fast enough to hang with Kick as well as characters like Kung
Pao and Stream who want you to come in.  You have to be more cautious against

Kick wants Kick gem in most matchups, as the speed of his kick is central to
his offense, however Dive gem is useful against people who have good kickbacks,
such as Kung, Redacted, Jefailey, and the Kick mirror, as it helps him get high
enough to go in safely.  He doesn't really need the Style gem as he builds
meter fast enough already and it diminishes the effectiveness of his offense.  
Kick could be considered for the YOLO gem, as once he gets going he can be
almost impossible to stop, but the risk still isn't usually worth it.


Kung Pao:


Dive: Very Low
Kick: Average
Angle: ~80 degrees
Meter build: 32 (15 / 14 / 13 kicks for Kickfactor)


"Of all the dangers the darkness holds, to die alone, that is my greatest fear"

Kung Pao is a heroine from a different dimension, Downworld, where Divekicking
is used as a tool of war.  Along with her friends and comrades, she battles
against the evil emperor Theodore Khan and his army of colour-coded ninja 
henchmen.  Unfortunately, Kung Pao has honed her kicking technique so much that
she kicked right through the fabric of space and wound up in this world.
She's desperately searching for a way back to her own world to save her friends
and finish the fight for Downworld.

In a shocking turn of events, the original Divekick revealed that S-Kill had
been using Downworld as his base of operations to spread rebalance and
seriously cool music.  Unfortunately, S-Kill vs Kung Pao is an 8-2 matchup 
because of Parry, and she was soundly defeated.  Since that day, she has been
training hard to become a better character, and with her newfound portal tricks
and better meter usage she is no longer just a worse version of Markman.

Kung Pao's kick and general appearance are a reference to Kung Lao, while her
story is a reference to Kitara, both of whom are characters from Mortal Kombat.

Kung Pao is a very defensive and deliberate character who must approach 
carefully due to the very shallow angle of her kick, a kick performed from max
height will take ages to reach the ground and is easily punished if it doesn't
hit.  However, she has long legs, and her kick can quickly take up a ton of 
space in front of her, so opponents must be careful when approaching her as 
well as her kickback kick is very deadly.  Her portals allow her to control 
space in interesting ways, but her meter building is very slow, so you have to
make them count.

Ground Special: Crack Kick

Cost: 38 (2 / 2 / 1)

Kung Pao does a little backflip, leaving a crack in the air where she used it.

This special exists to place the exit portal for her air special.  The backflip
can be used to get a tiny bit of distance or as a makeshift duck, but generally
it's best to use it to place the portal in a useful spot, like behind the
enemy's starting spot or in front of yourself if you're getting backed into
a corner.  The enemy can kick your portal and destroy it, so try to position
yourself such that you can punish them if they go for it.

Air Special: Dimension Break

Cost: 240 (8 / 7 / 7)

- Can hold to stay in the portal slightly longer (at no extra cost)
- Can perform during kick

A portal opens in front of Kung Pao, and she kicks into it.  If the crack has
been placed, she comes out of the crack, otherwise she merely exits from the
same portal a moment later.

This is easily Kung Pao's most important tool, but it's hard to use well.
When Kung exits the portal, she will turn to face the opponent, and she comes
out foot first, so if they are close to the portal this can hit them almost
instantly, but Kung is still vulnerable the entire time she remains on screen.
The portal can be used both as an escape from the corner and as a sneaky method
of space control, but you have to think far in advance to position the crack
where you'll need it later on.  Note that you can hold the buttons to stay in
the portal longer, which can be useful if you're using it as an escape.

Tips For Playing Kung Pao:

"The date's over."

One of the most important things to know about Kung Pao is that whenever she
kicks, she extends her foot about a full character length in front of herself.
This means she basically controls the area directly in front of her at all
times, and no character can safely enter that range.  If you can ever maneuver
that close to an opponent, just immediately press dive and kick for a free
kill and quite possibly a headshot.  Her Kickback kick is also very deadly.

Kung does have a lot of trouble closing in on some opponents, though.  Her kick
travels at such a shallow angle that moving forward from a neutral dive is
rarely safe, so she's forced to use kickback kicks for most of her movement.  
Due to her reliance on her kickback, she is very heavily limited by the corner,
so Kung must battle for space very aggressively at all times and must challenge
when opponents try to come in on her.  Even when the opponent has Kickfactor, 
backing up is rarely a good idea, you need to stand and fight if you can.
Her kickback kick punish is solid enough to challenge most Kickfactors.

Kung's options can be greatly expanded using her portals, as they give her
additional means of space control and can also serve as corner escapes.  If you
ever find yourself on the opponent's side of the screen, it's very often useful
to toss down a portal behind the opponent's start position.  Even if you lose
the round, the portal remains, and you can use it either for a great corner
escape or for a surprise attack.  It can also serve its usual space control 
feature if you get backed up into the opponent's corner, they'll have to
approach you more cautiously and this gives you more time to build meter.

Kung usually wants Kick gem.  Even though meter is very helpful for her, her
kick stays out so long that she pretty much has to have the Kick gem or she 
risks being punished every single time she tries to kick.  Dive gem is useful
against Jefailey, Markman, Baz, and the Kung mirror.  YOLO gem may actually be
a good choice against bad matchups if you're extremely confident in your
movement and portals, as it compensates many of her weaknesses at once.


Mr. N:


Dive: Very High
Kick: Average
Angle: ~25 degrees
Meter Gain: 23 (21 / 19 / 18 kicks for Kickfactor)

Other Notes:

- Mr. N wears a neck pillow, which protects him from one headshot every match
- Mr. N kicks with his back foot, leaving him vulnerable to attacks from the


"We can have a money match, that'll be fine"

Mr. N is a devious competitor and a horrible person who will do anything to 
be crowned World Divekicking Champion.  Unable to defeat Uncle Sensei in a 
fair fight, he instead paid a large sum of money to have the brackets rigged in
his favour, eventually resulting in the cancellation of the entire tournament
and the end of Sensei's career.  Unfortunately for Mr. N, his constant gambling
and bribing have left him with a massive debt to the mob, so now he needs to
win more than ever to pay them off.

After being humiliated at the end of the original Divekick, Mr. N shocked
everyone by buckling down and starting to work out, and his new fitness routine
greatly increased the effectiveness of his special moves.  Not surprisingly,
he only stuck to his new fitness routine for a few weeks, and is already back
to eating four meals at a time.

Although Mr. N is an original character who is totally not based on a real
person, he does bare many similarities to Marn, a heel in the Fighting Game 
Community whose accomplishments include founding (and later being the sole 
member of) Team Marn, dressing up in drag to participate in a women-only 
Street Fighter tournament, refusing to hug white girls, and beating Daigo that 
one time only to quit Fighting games for League of Legends.  His fighting style
is based on Rufus from Street Fighter 4, and his Marneto technique is based on
Magneto from Marvel vs Capcom.

Mr. N is a tricky character who relies heavily on his techniques to win.
With Marneto, Mr. N can change a situation where an opponent would have had
a free punish to a win for himself instead, forcing the opponent to play much
more cautiously.  He also builds meter extremely fast and is quite dangerous
in Kickfactor mode.

Ground Special: GTFO

Cost: 96* (5 / 4 / 4)

* No upfront cost, but progressively drains meter while buttons are held.
  Cannot be initiated with less than 96 meter.

- Hold to extend duration
- Can be used during landing recovery
- Can cancel with dive or kick

Mr. N runs backwards.  He continues running as long as the buttons are held.
If you release one button and then press the other, you can go straight into
a dive or kickback.

This might not seem very useful at first glance, but it's an excellent tool
for precise maneuvering.  If a character who wants to fight at a precise range
like Kick or Kung Pao gets into their preferred range, you can use this to step
out of it.  It can also be used during Mr. N's landing recovery frames, 
allowing him to go in a little too hard and then escape to safety to try to 
bait the opponent into a risky punish.  It even has a little invincibility
when it activates, which can sometimes allow you to avoid a kick altogether.

Air Special: Marneto

Cost: 96* (4 / 4 / 4)

* No upfront cost, but progressively drains meter while buttons are held.
  Cannot be initiated with less than 96 meter.

- Hold to extend duration
- Can perform during Kick
- Can cancel with dive for a double jump, but this costs up to 96 meter
  (it will take whatever you have left if you have less than 96).
- Can also cancel with kick to kick immediately

Marneto allows Mr. N to float, letting him stay in the air longer and jump
higher than normal.  He continues to float as long as the buttons are held.
If you release the dive button, then press it again, you can do another jump,
though this costs extra meter.

This move is what makes Mr. N so dangerous.  Normally, if an opponent neutral
jumps, you know exactly what their options are and if you're in the correct
position, you can chase them into the air to punish, but the ability to stay in
the air longer gives Mr. N almost complete protection from this.  He can even
use this move multiple times in one jump or on the way down from a jump, and
if you can kara cancel into this move repeatedly you can do some crazy things.

Tips For Playing Mr. N:

"This is going to be sooo free!"

Mr. N is a very tricky character, but all of his tricks require meter, so it's
essential for him to spend at least the beginning of each match building some.
Luckily he has among the fastest meter building in the entire game and since
he can cancel his landing frames into GTFO it's almost never possible to
punish him for building it.  Once you have a little bit of meter, you can
either switch over to playing defensive and using your techniques to score
kills, or you can keep building it for Kickfactor and go in.

One very important thing to know about Mr. N is that he kicks with his back
foot, which means in order to hit someone he has to get above them.  Mr. N
never wants to collide from the front and will always lose in this situation.
Be very careful of characters like Dr. Shoals, Uncle Sensei, and even Jefailey,
who can jump high and attack from the front.  Always try to use Marneto to get
above them if they challenge you in the air.  Mr. N also can't go in too hard
against Kick and Redacted even if he has Kickfactor, as their punishes are so
fast that he still risks being hit.

Despite the existence of the neck pillow, Mr. N really needs to watch his head.
If he gets headshot a second time and becomes concussed, he's almost totally
powerless, as he cannot use his techs or build meter and he becomes a huge,
slow target, easily susceptible chained headshots.  Even if you get trapped and
you know you're going to be killed, you may be able to use Marneto and GTFO to
take the hit in the body instead.

Mr. N generally wants the Kick gem as he jumps high enough and his meter
building is already so good, but against Shoals, Sensei, and the Mr. N mirror,
Dive gem helps to get above them.  YOLO gem could potentially make him a
Kickfactor monster, but he is a rather big target and you only need to be hit




Dive: High
Kick: Very Fast
Angle: ~15 degrees
Meter Gain: 20 (24 / 21 / 20 kicks for Kickfactor)



Redacted is a giant humanoid skunk bear who mutated to her current form after 
drinking toxic waste.  Lured by the scent of Uncle Sensei's cigars, she 
decided to settle down in Bel-Air, and she now lives near the New Angle Dojo
with her three adorable children.  Uncle Sensei is none too happy about this,
as he can't really afford those cigars in the first place, and they've had many
epic battles for tobacco supremacy.

Since the events of the original Divekick, Redacted has started seeing a male
skunk bear named Bruce, who has taught her some new techniques.  Could there
be more adorable skunk bear babies on the way?  We sure hope so!

Redacted is based on Wolverine from Marvel vs Capcom 3, and was even named
Wolverine in the original prototype of the game.  Her design was changed to
avoid legal issues, but she retains Wolverine's catch phrase, love of cigars,
and ground bouncing divekick (though hers is much better, it bounces opponents
all the way into outer space!)

Redacted is a powerful and threatening character.  Her offense is somewhat
limited and her angles of attack are few, but her extreme speed and great
hitbox makes her a force to be feared in kickfactor, which she can build very

Ground Special: Feral Stance

Cost: 48* (3 / 3 / 2)

* Does not consume meter, but requires 48 meter to activate

- Hold to extend duration
- Gains meter while active
- Can cancel with dive for a backwards jump
- Can also cancel with kick for a (normal) kickback

Redacted crouches down onto all fours and growls.  This makes her a smaller
target and she builds meter while doing this.

While the most obvious use for this move is simply to lower Redacted's huge
profile and go under enemy attacks, it has several other subtle uses.
First of all, the starting frames of this move look like Redacted's jump,
so you can use it to fake out the opponent, especially if you kara cancel into
it.  Even more interesting, though, is that if you cancel this attack using the
Dive button (press both buttons, release Dive, then press Dive again), Redacted
will turn around before diving, allowing her to kick backwards.  This can be 
used to back off and build meter, and with the rapid rate of her kicks this can
really confuse the opponent.

Air Special: Cornered Beast

Cost: 162* (9 / 8 / 7)

* Costs 162 meter upon activation, then continues draining meter afterwards.

Redacted leaps backwards towards the wall.  Assuming she makes it to the wall
before touching the ground, she grabs onto it.  From here, you can press kick
to just drop to the ground, or Dive to leap off the wall.  You can kick during
the leap for a long range attack.  You can also hold onto the wall for a 
little while, but meter drains while she clings to the wall, if you meter runs
out, she will automatically leap off the wall, as if dive had been pressed.

This move costs a lot, but it's extremely versatile.  Its most basic use is
to escape the corner, but it can also be used offensively, as it covers a ton
of ground and she attacks very fast out of it.  Even if the opponent sees it
coming and tries to punish, you can just drop to the ground safely by pressing
kick.  This is super scary in Kickfactor, though it ends your Kickfactor rather

Tips For Playing Redacted:


Redacted is all about oppressing and overwhelming your opponent.  There's not a
ton of strategy or nuance involved in her offense, you just inch forward at an
alarming rate (particularly in Kickfactor) and the opponent either reacts
perfectly or they die.  Characters with slow kickback kick punishes have almost
no defense against this, but against those who do this well you have to get
Kickfactor first.

One aspect of playing Redacted that does require some finesse though is
building meter.  Although Redacted builds meter fast, she isn't very
maneuverable when doing it and opponents can often threaten her with high,
far-reaching kicks.  This is where Feral Stance comes in, as it allows her to
duck under some kicks that would otherwise hit, and is particularly effective
against horizontal attacks.  It may not often lead to a direct punish, but
merely surviving is good enough since you actually gain meter for doing it.
You can also use Cornered Beast to escape pressure if you get pushed to the

It's also not a bad idea just to throw out Feral Stance from time to time,
particularly in close quarters where it can cause unreactables to miss.
It costs nothing, and you can immediately cancel it to anything else, so
there's not a lot of risk in using it liberally.  Just watch out that opponents
don't exploit this by kicking in front of you and hoping you put your head
there, as you can still be headshot this way.

Redacted can make decent use of every gem.  Dive Gem gives her more height on
her kickback and lets her travel farther when kicking, which lets her punish 
opponents more easily and is useful against opponents who control space well.
Kick gem makes her scarier in Kickfactor, and Style gem helps her get there.  
And there's perhaps nothing more terrifying than YOLO Redacted, who builds 
Kickfactor very fast and is unstoppable once she gets it, though a single lucky
kick will still spell your doom.


Dr. Shoals:


Dive: Very High
Kick: Average
Angle: ~70 degrees, ~20 degrees
Meter Gain: 34 (15 / 13 / 12 kicks for Kickfactor)

Other notes:

- Dr. Shoals has two separate kicks, pressing Kick again during her first kick
  will cause her to switch to the second one.
- Both of her kicks have a few frames of start-up.
- Dr. Shoals first kick does not last forever, and will eventually run out.
  She cannot perform the second kick if it runs out, and will simply fall
  helplessly to the ground.
- The second kick can't activate Kickfactor, even if the meter is full.
- Dr. Shoals has a unique kickback, which does not leave the ground, she simply
  dashes backward quickly.
- Dr. Shoals has a unique kickfactor mode, she isn't any faster, but her kicks
  have much less startup than normal.


"Beware my foot dive!"

One of the brightest podiatrists in the field, Dr. Shoals was conducting
research into an incurable foot disease known as Ped Urino (also known as
"Foot Dive" in layman's terms) which commonly affects professional divekickers.
Unfortunately, a terrible accident occurred, and she somehow contracted Foot
Dive on her face.  Hiding her scarred face behind a steel mask, Dr. Shoals
constructed a pair of rocket boots to allow her to become a divekicker herself,
and investigate the origins of this mysterious syndrome.

Dr. Shoals has been spending more time in surgery since the original Divekick,
and her adjusted fighting style now reflects that surgical precision.  
Wait, do podiatrists perform surgery?

Dr. Shoals backstory and playstyle are heavily based on Dr. Doom from Marvel
vs Capcom.  Her name is a reference to Dr. Scholl's, a manufacturer of 
orthopedic footwear and other such products.

Dr. Shoals is an extremely mobile character whose speciality is getting around
the battlefield.  Her offense is a bit slow due to the startup on her kicks
and the requirement to perform her kicks in a specific order, but she chases
down Headshots better than anyone else, and if she wants to run away some 
characters have a lot of trouble pinning her down.  She builds meter fast, too,
and her specials are very versatile and powerful.

Ground Special: Brilliant Escape

Cost: 96* (3 / 3 / 3)

* No upfront cost, but progressively drains meter while buttons are held.
  Cannot be initiated with less than 96 meter.

- Hold to extend duration
- Can kick afterwards as long as you go high enough

Dr. Shoals flies up and backwards using her rocket boots.  This functions much
like a normal Kickback, though she can hold the buttons to fly farther.

This move basically serves as a replacement kickback when Shoals needs to
punish an attack, but due to her high minimum kick height it's not quite as
effective.  You can also use it to fly off the screen, then kick towards the
middle and fly cancel if you're aiming for a timeout win.  

Air Special: Death From Above

Cost: 96* (3 / 3 / 3)

* Costs 96 meter upon activation, then continues draining meter afterwards.

- Remains active until cancelled by pressing both buttons again or you run out
  of meter
- Can perform during kick and kickback
- Can kick again after cancelling this move, unless performed too close
  to the ground

Shoals activates her rocket boots to hover in the air.  She can maneuver
precisely during this time by pressing Dive to float left and Kick to float
right, and after she cancels the move she can kick on the way down.

Though the maneuvering ability is helpful for holding the line when time runs
out, the real value of this move lies in its ability to cancel a kick and then
kick again.  Shoals will always turn around to face the opponent when this move
is disengaged, allowing her to kick past an opponent, cancel into flight mode,
cancel flight mode, then kick again back towards them.  If performed quickly,
this can be very hard to avoid and can stop punish attempts cold.  Do be aware
though that Shoals' minimum kick height remains in effect, so if you flight
cancel too low, you can't kick afterwards.  Dive gem reduces your minimum
kick height, allowing you to perform this move closer to the ground.

Tips For Playing Dr. Shoals:

"I answer to no one!"

Probably the first thing you'll notice when playing Shoals is that she has a
deadzone in her kick that no other character suffers from - she simply can't
hit the area directly in front of her without using techniques.  This allows
characters to get close to her pretty safely and can be very dangerous when
fighting opponents who excel in that range.  However, once you have meter,
you can use Brilliant Escape and flight cancels to threaten people who try
this, leaving her with great options to threaten pretty much the entire screen.

Shoals's flight cancel is one of the most useful techniques in the game.  Not
only can it turn a kick that the opponent safely avoided into a surprise
attack, it can even turn around a valid punish or give you timeout wins.  
The craziest thing is that since it only costs 3 kicks worth of meter to use,
and Shoals can kick 3 times per jump (by kicking after cancelling), you can
use this every single jump as long as you have at least one kick's worth of
meter to start with.  Alternatively, if you don't need a cancel at any given
time, you can just build meter for Kickfactor, which Shoals does very well
since she can freely give up space.  She doesn't fear the corner at all.

Shoals's excellent mobility makes her one of the best characters in the game
for forcing timeouts, though she doesn't have great tools for preventing the
opponent from simply sitting on the line, so many of these may end in 
Judgement  This is still useful if the opponent has a lot of meter as 
Judgement takes it all away.  She's also very good at chasing headshots and
preventing opponents from building meter since she can cover the whole screen
so fast.  She's even more mobile in Kickfactor mode, with flight cancels and
her faster second kick there's almost nowhere you can't threaten.

Shoals generally wants the Kick gem, as in addition to speeding up her kicks,
it actually lets her travel farther with her horizontal kick before it runs
out.  Dive gem is a decent pick against Mr. N, Redacted, and in the Shoals 
mirror.  Style gem could be helpful against very fast meter builders like Kick,
or against people like Mark where you want lots of flight cancels.  Note that
picking YOLO gem no longer makes Jefailey's head grow, so it's no longer a free
win, but YOLO Shoals is still a headshot chaining monster.


Uncle Sensei:


Dive: Average, High
Kick: Average, Fast
Angle: ~70 degrees, ~30 degrees
Meter Gain: 30 (16 / 15 / 14 kicks for Kickfactor)

Other notes:

- Uncle Sensei has two distinct stances, which he changes between every time
  he lands from a kick.  The first listed values are for his normal stance,
  the second is for his hand stance.


"Go for broke, man.  I certainly did"

Once a divekicking world champion, Uncle Sensei was dethroned after meddling by
Mr. N resulted in him being kicked out of a tournament.  Never a shrewd 
investor, Uncle Sensei quickly found himself broke and unable to cover his 
entry fees, effectively ending his career.  He now operates the New Angle Dojo,
where he trains his nephews Dive and Kick in the art of divekicking and tries 
to fend off both collection agents and that crazy giant skunk bear who keeps 
stealing his cigars.  Now that he finally has a job and a little money, could
it be time for Uncle Sensei's big comeback?

After shaking off some of the rust in the last tournament, Uncle Sensei has 
regained even more of his old Divekicking prowess.  Unfortunately, the prize
money in the sport just isn't what it used to be, so he's still bumming rides
and eating other people's sandwiches at every event.

Even though all the characters in the game are wholly original creations of
Iron Galaxy, Sensei is the most original.  He's vaguely based on Ryu and Ken's
mentor, Gouken, from Street Fighter 4, and his stances reference stance 
characters like Gen from Street Fighter Alpha, but he's really just a parody of
the "old master" character archetype from martial arts movies with a bit of
crazy hobo tossed in.

Uncle Sensei is a stance character, which gives him access to more tools than
the other characters, but he can only use half of them at any given time.
It requires a lot of planning ahead to use him well.  He also has a really hard
time building meter for Kickfactor because he has to use it so often to stay

Ground Special: Super Jump

Cost: 140 (5 / 5 / 4)

Uncle Sensei jumps extremely high into the air.

Obviously, performing this move in Sensei's normal stance allows him to escape
the corner easily, as his highly horizontal kick lets him travel the full
length of the stage, but it can still be useful in the hand stance on occasion.
Don't forget you can also attack on the way up, which allows you to perform
an air attack very quickly since the jump travels upwards very fast.

Air Special: Stance Dance

Cost: 20 / 50* (1 / 1 / 1)

* Performing this move during a kick costs 50, but if you have between 20 and
  50 it'll just take whatever you have.

- Can use during Kick

Sensei instantly switches into his other stance.  This can be performed while
kicking, which causes him to switch stances and remain kicking.  You can do
this multiple times in one kick, and every time you switch, he speeds up a

This move is absolutely essential to playing Sensei as it gives you control
over what stance you're in.  This allows you to alter the trajectory of your
kick for a surprise attack, or it can be used near the end of a jump to allow
you to remain in your current stance (and since it can be used regardless of
how little meter you have, you can do this every time you jump). You can even
use it more than once before touching the ground, though spamming it is rarely

Tips For Playing Uncle Sensei:

"Is that a nickel?"

Sensei is one of the most complex characters to play, you need a rock solid
understanding of which stance to use at any given time and when to change them.
Like Kung Pao, Sensei's kick in normal stance (the "Superman") instantly gains
a lot of space in front of him, and when switching from this kick into the
other one, he instantly gains space below him, too.  This basically allows him
to use up much more space than any other character when attacking if he
switches at the right time.

Sensei's stances have different defensive properties, too.  The hand stance is 
much better for punishing people with kickback kick, while the normal stance is
much better at escaping the corner and using Super Jump.  Unfortunately, you
can't change stances while on the ground, so if you're caught in the wrong
stance when the opponent comes in you can be a lot of trouble.  Try to stay in
the stance appropriate to your current position on the screen if you can.  You
can maintain your current stance by switching just as you're about to land.

Sensei is another character who could use any gem depending on the matchup.
His jump is fairly high, and getting the height advantage is helpful, so Dive
gem can be good against other people with high jumps.  Kick gem is always a
useful default gem if you don't need anything else, faster kicks makes Sensei's
offense more dangerous.  And Style gem can help against defensive opponents as
his meter building is otherwise really slow.  YOLO Sensei might seem appealing,
but it's very hard to play Sensei and never make a single mistake.




Dive: Low-Average
Kick: Slow-Fast
Angle: 90-0 degrees
Meter Gain: 38 (13 / 12 / 11 kicks for Kickfactor)

Other notes:

- Jefailey's kick travels in an arc, starting horizontally and ending 
- Jefailey can charge up his kick by holding Kick, which will cause him to
  fly farther.  His kicks only activate when he releases the Kick button.
- Jefailey's head grows after every round, making him a bigger target, but
  also allowing him to jump higher.
- Jefailey's Kickfactor is unique.  In Kickfactor, his kicks are always fully


"I only drink energy drinks!"

Jefailey is the organizer of a major Divekicking tournament called JEO, in
which he is also a competitor.  For the tournament organizer to participate
is usually frowned upon, but Jefailey is a shameless self-promoter who believes
himself to be the main attraction.  Unfortunately, his ego is so massive that
his head literally starts to swell whenever he wins, giving his opponents ample
opportunity to bring him down to earth.

After defeating S-Kill in the original Divekick tournament, Jefailey finally
got the buffs he needed to become a legitimate character.  Rechristening
himself as "Buff Failwell", he's back for three more minutes of playtime.

Jefailey is based on tournament organizer and bobblehead enthusiast Alex
Jebailey, who paid Keits to put him in the game during the Kickstarter.
Unfortunately, he neglected to stipulate that his character be effective.
Jefailey's love of dropkicks and general appearance are based on Mike Haggar 
from Final Fight.

Jefailey is a very unique character.  His divekick is actually a dropkick and
functions completely differently to any other character in the game, giving him
a unique angle of attack that is difficult for some characters to deal with.
Unfortunately, his head gets larger every time he wins, becoming ludicrously
huge once he has one four rounds, to the extent that if he is hit in the head,
he's basically finished.  He's kind of a joke character, but he can still be
powerful in the right hands, particularly if he can achieve Kickfactor.

Ground Special: Timer Scam

Cost: 280 (8 / 7 / 7)

Jefailey whips out his bobblehead and distracts everyone with it for a few
seconds.  During this time, the timer continues counting down.

The most obvious use for this move is to give Jefailey a timeout win, if used
when the timer ticks down to 1, the match will end before the animation does.
However, the timer isn't the only thing that keeps counting down, if the
opponent has Kickfactor, their meter will continue to drain during this time,
(though Jefailey's own meter will not decrease if he has Kickfactor) and he
can charge up his kick during the animation, too.

Air Special: Disqualification

Cost: 180 (5 / 5 / 4)

- Can perform during kick
- Can kick afterwards

Jefailey pulls out a microphone and fires a projectile at his opponent.  If it
hits, their meter is completely emptied.

Jefailey doesn't build meter especially fast, so this move can be useful to
prevent the opponent from outpacing him in meter gain.  It can also end an
opponent's Kickfactor or just allow Jefailey to stay in the air a little 
longer.  It's also a great bait move, since you can cancel it during a kick,
if the opponent moves to punish you use this move to take their meter away.
You might even be able to hit them afterwards.

Tips For Playing Jefailey:

"I'm feelin' myself!"

Let's get this out of the way right now, when playing Jefailey, every match is
an uphill battle, he's designed to be a bit weaker than the rest of the cast.
That being said, he is actually a fairly complex character with a decent set
of tools and he can be somewhat effective if played well.  

Obviously, Jefailey becomes much better in Kickfactor, to the point of actually
becoming a pretty threatening character, so your gameplan in many matches is
going to be to try to hold them off until you get Kickfactor and then go in.
The key to doing this is repeated short neutral jumps or kickbacks into
uncharged kicks.  Jefailey's hitbox on his feet is actually pretty good, and 
since he puts them up right in front of himself he actually defends himself 
pretty well from the front.  You can discourage the opponent from challenging
you by standing still and charging occasionally, as though you're waiting to
punish, then discard your charge by releasing kick on the ground and go back
to building meter.  The glow on your feet doesn't instantly go away, so this
can confuse the opponent about how much charge you have, too.

Of course, the biggest thing to be aware of when playing Jefailey is his head,
which gets larger after every round.  The increased jump height is actually
helpful, but after a few wins, any headshot becomes a potential loss of the 
entire match, particularly against Shoals, Sensei, or Stream.  It is almost
essential to ensure you have Kickfactor when winning your fourth round, so
manage your meter appropriately.

Despite this, you shouldn't underestimate Jefailey's specials.  Jefailey builds
a surprisingly good wall with his kicks and this tends to run down the clock a
lot, so opportunities to use Timer Scam for a win are fairly common. 
Disqualified is useful to help prevent you from losing the meter war against
fast meter-building characters and to gain a little extra jump height when
you need it.  It's also your only defense against a Kickfactor Baz.

Jefailey can and must switch up his gems for different matchups as he usually
needs all the help he can get.  Dive gem is generally not that useful as when
his head gets bigger, he jumps more than high enough, but it can help in the
early rounds against characters with comparable jump heights.  Kick gem lets 
Jefailey's kick travel farther, which is good against characters who can put up
a good wall, like Kung, Markman, Redacted, and other Jefaileys.  Style gem is 
also a great pick for Jefailey, as it means more specials and Kickfactor, which
are more important to Jefailey's gameplay than his raw kicking speed.
Now that his head no longer grows when the opponent picks YOLO gem, he should
tend to avoid YOLO gem, just like everyone else.


The Baz:


Dive: Average
Kick: Very Fast
Angle: 0-90 degrees
Meter Gain: 21 (23 / 20 / 20 kicks for Kickfactor)

Other notes:

- Baz's kick is a swing on his rope that travels in an arc
- Holding the kick button causes him to throw the rope farther,
  resulting in a deeper swing
- If Baz touches the ground during his swing, his kick cancels instantly
- Baz can also let go and end his swing with dive, which causes him to
  retain any forward momentum
- If Baz swings past his opponent, he'll turn around when his kick ends
  (Note that this is not the case if he flies past his opponent using
  the dive cancel)
- Baz can swing twice before touching the ground
- If Baz has less than 30 meter, his kick will build double meter.


"Tonight hell freezes over"

Born under a blood red moon, The Baz has always dreamed of being a professional
fighter, but every fighting league in existence has rejected him because he
looks too stupid.  The Baz finally found his calling with divekicking, as the
Divekicking league has extremely low standards and will accept anyone.  After
proving himself to be a surprisingly competent fighter, The Baz was approached
by the mob to track down Mr. N, and he accepted the job instantly because he 
likes to feel relevant.

After the events of the original game, The Baz became the only person ever to
be kicked out of the Divekicking league, because even here everyone hated him.
He was then quietly replaced by a totally different character called Nubaz,
whom everyone hates just as much.

The Baz is based on a rejected character concept from Street Fighter 2,
a bull fighter wearing a ridiculous outfit with a shirt reading "Zubaz".
His absurd design quickly became a fan favourite and a Kickstarter backer paid
to have him put in the game.  His fighting style is based on Zero and 
Taskmaster from Marvel vs Capcom 3.

The Baz is a very unique character.  His kicks travel on a totally different
path than the other characters, giving him unique attacking angles, and he's
the only character who can kick twice in one jump without using a special.  
His unconventional specials compliment his playstyle and make him a hard
character to approach.

Ground Special: The Shocker

Cost: 200 (10 / 9 / 8)

The Baz clenches up and a bolt of lightning strikes him.  If anyone touches the
bolt or the Baz after the bolt hits him, they're defeated.

This move basically exists as a counter-attack against heavily predictable
kicks, if the opponent commits too early The Baz can react with this for a
kill.  However, the lightning can hit too, so it also works on opponents above
Baz.  This is a fantastic tool for getting timeout wins, as if timed and
spaced properly, it occupies the entire center line.

Air Special: Bazkousen

Cost: 140 (7 / 7 / 6)

- Hold buttons to choose angle
- Can perform during kick

The Baz freezes in the air and begins rotating.  When the buttons are released,
he flies in that direction, leaving a trail of lightning behind him.  If the
lightning touches the opponent, they're defeated.  Note that Baz's foot does
not harm the opponent during this move.

This is an unconventional attack, because Baz's foot does no damage, only the
trail left behind him does, so you have to go through the opponent or have them
land on it to win.  As such, it's mostly useful as a fast paced mixup or very
situational punish if the opponent goes too high.  Note that you can perform
this at any time in the air, either during or after a kick.  Using it after
cancelling a kick with Dive can be very tricky, but be aware that you can't
do anything else after using this move.

Tips For Playing The Baz:

"Son, The Baz has rope whips, leather straps, and a ripped gym shirt.  What
chance did ya have?"

The key to playing the Baz is to keep your options open.  The Baz has a unique
advantage over every other character in that he still has lots of choices
available after doing one kick, so you can either continue the attack or evade
depending on your opponent's actions.  After your second kick, however, you're
a lot more vulnerable, so make sure your have a plan when you use the second
one.  When trying to gain space, you shouldn't use the second kick unless you
have to.

One of Baz's biggest weaknesses is that he doesn't have a ton of uses for
meter.  His specials and Kickfactor are merely okay, so even though he can
build meter easily by pressing kick and then immediately pressing Dive to
fall straight down, most opponents are willing to have a meter war with him.
Once you have enough meter for Bazkousen you should generally press the

The Baz can get a lot of use out of both Dive and Kick gem, and should vary
his choices for different matchups.  Baz generally wants to get his opponents
if he can, but against more mobile characters added kick speed can help his
offense.  Style gem is pretty much never useful for him since meter isn't
something he needs very much.  YOLO gem should also generally be avoided,
he's not a terribly momentum-based character.




Dive: Low
Kick: Average
Angle: ~60 degrees
Meter Gain: 28 (18 / 16 / 15 kicks for Kickfactor)

Other notes:

- Markman's kick has a few frames of start-up.
- Markman has a "just frame" - if you press Kick at the very peak of his jump,
  he'll perform a different version of his kick where his foot is wrapped in
  lightning, and it travels much faster.
- Markman has a second, more rarely seen just frame - if you press dive just 
  before you land from a jump, Markman will cancel his landing frames into a
  small backwards jump, much akin to Feint.  You can't do this if you kicked,


"Buy our precision products!"

Markman is an inventor and salesman whose latest creation is the Kickbox,
a tool that will give divekickers more control over their kicking.  In order
to prove its value and sell a million copies, he plans to win a divekicking
tournament using it.  There's only one problem: he hasn't actually finished
building it yet, and the first match is about to start...

Despite Markman's great success in the original Divekick, people quickly
realized that it was Markman's own hidden divekick talent and not the Kickbox
that made him successful and he was flooded with returns.  Still convinced of
the potential of his idea, Markman has been working night and day on the
Kickbox 2.0, but all those late nights and Chinese take-out have taken their
toll on Markman's physical fitness.

Markman is based on Mark Julio, who is the community manager for Madcatz,
a popular manufacturer of special arcade-style controllers for Fighting games.
His fighting style is based on Phoenix Wright from Marvel vs Capcom 3 with
a couple Tekken references thrown in.

Markman excels at space control, though he does so quite differently than other
space control characters like Dive.  While his kick does have a good angle,
it is fairly slow, and isn't that threatening by itself.  Instead, Markman
controls space using items he digs out of the ground using his ground special.
Some of these items will help him complete the Kickbox, which causes him to
enter a powered-up state that greatly increases his offensive capabilities,
while others are garbage items that he throws onto the battlefield.  These 
items remain on the field for a while and affect both players, and Markman's
strategy revolves vitally around using them to his advantage.

Ground Special: Search

Cost: 0*

* This move costs no meter at all, but you can't use it while concussed

Markman searches the ground below him for components to use in creating the
Kickbox.  He can find a variety of items, which are listed below:

A piece of the Kickbox:
Markman must find all three pieces of the Kickbox to enter Precision Control
mode, detailed below.

A bottle of chemistry:
When Markman throws the bottle of chemistry, it creates a green cloud that
drains the meter of anyone standing in it.

A bottle of glue:
When Markman throws the bottle of glue, it creates a puddle of that immobilizes
anyone who lands in it for a little while, leaving them open to attack.

A bottle of oil:
When Markman throws the bottle of oil, it creates a puddle of oil.  Anyone
landing in the oil will continue to slide in the direction they were moving
when they landed it, allowing for a dive that moves forward or backward.
Markman can also do a crazy backwards slide while digging for an item if
standing in oil by pressing K and then D immediately afterwards.

A spring:
When Markman throws the spring, it stays on the ground and anyone who lands on
it will bounce back up into the air.

A micro black hole:
When Markman throws the micro black hole, it stays on the ground and sucks in 
anyone who gets too close, causing them to reappear at the top of the screen.

All of these items can be useful, but which item appears is completely random,
so this move is not totally reliable and Markman must be able to adapt to
whatever is thrown.  Be aware that Markman is vulnerable when digging for
items, though it does reduce his profile a bit and it can be used to duck under
attacks if timed very well.

Air Special: Feint

Cost: 190 (7 / 7 / 6)

- Can perform during kick

Markman performs a backwards jump in the air, much like his kickback.  He can
use this to cancel a kick, and can kick again afterwards.

This move is extremely useful for allowing Markman to escape from a kick that
would get countered, and you can even use it to bait the opponent into
committing to a counter and then hit them instead.  This is also amazing during
his Kickfactor as it allows him to go in with almost complete impunity.  It 
costs a fair bit of meter, but since searching for items costs nothing he
usually has some to spare.  

Precision Control Mode: Upkick

Cost: 40% of the Precision Control Meter

- Can perform during kick
- Can kick afterwards

After finding all three parts of the Kickbox, Markman enters Precision Control
Mode, a powered up state that replaces both of his specials with the Upkick,
which, as its name implies, is an upwards kick that can hit opponents above
him.  He can both kick afterwards and perform this during his kick, allowing
him to fly across the whole stage using these.

Precision Control Mode is very good for chasing down opponents, they basically
have to back up when Markman has this because the Upkick's hitbox is so
powerful, so at the very least this should push the opponent to the corner if
not get a kill.  Alternatively, you can use it for space control, since it
lasts a very long time as long as you don't use Upkicks.  Be careful, though,
if you get hit while in precision control mode, you lose it, just like 
Kickfactor (though thankfully, you don't lose your Kickbox pieces upon being 
headshot if you don't have them all).  Note that in Addition Edition, the
Precision Meter drains much slower when not being used, so there's no rush
to bust out your Upkicks, wait for the right time to strike.

Tips For Playing Markman:

"Maybe I should sponsor myself"

Markman is definitely one of the most complex characters to play, a quick look
over his section shows he has more mechanics than most other characters in the
game.  Fundamentally, though, Markman is a space control character, but he
uses his items rather than his kick angle to do it.  This means he has to 
commit briefly to a Search to control space, which makes it a bit riskier
against aggressive opponents.  There's also always the chance that you might
want an item and either get one that doesn't help or a piece of the Kickbox, 
so you have to be very adaptable when playing him.

In Edition Addition, Markman has to be even more patient because his kick has
been slowed down.  It's now much better to get Precision Control mode before
you go in, so if you can create space it often pays off to just search over
and over in a short span of time, as you can often collect all three kickbox
pieces in a few seconds this way.  Once you have Precision Mode, you can play
a very patient game, as it lasts very long if not used, and you can now
challenge opponents who go to the air much more effectively.  Use Markman's
good hitboxes to control space and back your opponent into a corner.  Do be
aware that you can't throw items once you build the Kickbox.

Speaking of which, you also need to be mindful of the fact that items persist
between rounds.  If you switch sides with your opponent or get put in the
corner, try not to throw items on to your own starting position lest you
hamper yourself next round.  This means that Markman is actually a bit stronger
from certain positions on screen than others, so try to look for ways to get
to either the middle with the opponent on their side or the opponent's corner.
A black hole on your starting spot can actually be useful if you have enough
meter for Feint, though, use the extra height to go in real hard and Feint when
they try to counter.

Markman generally wants the Kick gem as his kick is slightly slow and this
makes Precision Control mode much deadlier.  Dive gem is useful against Baz,
and Kung since you want to get over them, but that's about it.  Style is 
generally not worth using as Markman doesn't use all that much, and he's not a
great candidate for YOLO either because he's a bit slow and the random nature
of his items can bite you at the worst times.




Dive: High
Kick: Very Slow
Angle: 0-130 degrees
Meter Gain: 32 (15 / 14 / 13 kicks for Kickfactor)

Other notes:

- Stream is a double jump character, he can Dive or Kickback in midair for
  a second jump, and he cannot attack until he has jumped twice.
- Stream can steer his kick mid-flight by using the dive and kick buttons.
  Hold dive for a shallower kick, and kick for a steeper one.
- Stream's kick has a certain maximum distance, after which it runs out and
  he falls to the ground helplessly.
- Stream has a unique Kickfactor mode.  He doesn't speed up at all, but
  instead he fires missiles from his body that travel horizontally.  The
  missiles are fired with any button press, as long as about a second and
  a half has elapsed since the last one.  They can be fired at any position
  in the ground or in the air.


"Everybody Panic!"

Stream is a monster who has spent his entire life trapped in a prison made of
keyboards and monitors.  Having nothing better to do, he spends his days
trolling the internet, posting all manner of obscenities and racial slurs,
flooding chat rooms with dumb emoticons, and linking to dubious sites that
probably contain viruses.  Stream's latest target is professional divekicking,
which foolishly allows absolutely anyone to enter.  Escaping from his prison, 
Stream has emerged to troll the Divekick circuit in person, and there'll be 
mountains of salt and flipped tables by the time he's had his fun.

Stream's brand of in-person trolling took the internet by storm, and now dozens
of other trolls have jumped on the Stream bandwagon.  This time, Stream is
accompanied by an army of Mini Monsters to help him kick butt and make memes.
Pew pew!

Stream is based on "Stream Monsters", which are people who do not actually
participate in Fighting Game Tournaments but still love to watch livestreams
and comment (usually derisively) on the action.  His gameplay and appearance
are based on Firebrand from Marvel vs Capcom 3.

As you might expect, Stream's gameplay is primarily based on baiting.  As a
double jump character, he possesses multiple options after a neutral jump,
so it not safe to attack him in ways that work against many other characters.
But you can't just leave him alone either because he has numerous powerful ways
to chase you down if you give him breathing room, most notably his crazy
Kickfactor mode.

Ground Special: Spooby PLS

Cost: 160* (6 / 5 / 5)

* No upfront cost, but progressively drains meter after activation.
  Cannot be initiated with less than 160 meter.

- By default, remains active until the round ends or Stream's meter is 
  completely gone
- Can cancel this move by pushing D+K again on the ground
- Flame Bait can also be used while invisible, and does not cancel this move

Stream disappears, replaced by an image of himself buffering, but he can still
move and attack during this time.  He doesn't reappear until he runs out of
meter or someone gets hit.  The camera does follow him as it normally would,

This move can disrupt your opponent as they'll have no idea where you are, but
of course, it's tough to know exactly where you are either, so using this
randomly is kind of risky.  However, this move is fantastic for ruining the
opponent's Kickfactor.  The moment they get it, activate this move and suddenly
their entire gameplan is ruined as they have no idea where you are or what
you're doing.  The perfect troll.

Air Special: Flame Bait

Cost: 120* (4 / 4 / 4)

* Costs 120 meter upon activation, then continues draining meter afterwards.

- Can use after Stream's kick runs out.  He can kick again afterwards.
- Remains active until the round ends or Stream's meter is completely gone
- You can fire another one while one is already on the field, it will replace
  the old one.

Stream spits out a fireball that travels on a downwards arc.  The fireball
itself has no effect, but it leaves a puddle of fire where it lands, which
continues to burn as long as Stream has meter.  If an opponent touches the
fire, they immediately perform a neutral jump, but if Stream touches it, his
feet burst into flames, drastically improving the hitbox on his kicks for a
little while.  You cannot score headshots while your feet are on fire,
though you can still pop Mr. N's head pillow.

This is a very dangerous move that prevents you from ignoring Stream.  If he
has a little space, he'll toss the fireball down and set his legs on fire,
which allows him to come at you with almost complete impunity because any
attack that hits his lower body will result in your death.  He can still be
hit in the upper body, but it's very risky as he can steer his kick upwards,
it's often better to just get away.  Note that the length of time his feet
are on fire does not depend on the amount of meter he has, they remain ignited
for a fixed time even if his meter runs out.  You can also use this after a
kick runs out to let you kick again, which is great for chasedowns.

Tips For Playing Stream:

"Is this a major?"

Stream is a defensive character who focuses on baiting.  His double jump gives
him the unique ability to neutral jump and remain safe, as he can simply press
kick twice if anyone comes at him and get the kill.  This gives him the ability
to maintain a spot onscreen better than almost anyone else in the game.  By
pressing kick twice on the way down, he can build meter very safely, too.
And don't think Kickfactor will be enough to dislodge him, as Spooby PLS gives
him the ability to ruin the opponent's Kickfactor if they get it.

But don't let that fool you into thinking that Stream can't go in.  Once he has
enough meter for Flame Bait, he becomes a force to be reckoned with, as he can
challenge anyone's kicks and come out on top.  He can even steer his kick
upward to challenge people coming at him from above and usually win.  You
really pretty much just have to run away when he has the fire feet.  He can
also do some crazy setups if he gets Kickfactor mode, which can potentially
even guarantee a kill.

However, running away from him isn't very hard, and that's probably his biggest
weakness.  His kick is extremely slow and he has trouble chasing people down, 
so don't be surprised if a lot of rounds end up going to timeout.  Luckily
Stream can hold the line pretty well with his neutral jumps and techniques.
Play to frustrate your opponents into making mistakes and you'll do well.

Stream generally wants Kick gem because his kick is so slow.  Style gem can be
appealing as Stream's specials are great, but you need Kick gem to make the
most of them.  Dive gem shouldn't even be considered for the mirror, as Stream
does not need to jump high for his baits.  YOLO gem is actually a worthwhile
consideration for him, as it actually makes him decently fast and he builds a
ton of meter, and the trolling aspect of the gem only helps you frustrate your
opponents, but you must master Spooby PLS or risk looking like an idiot.




Dive: High
Kick: Very Slow
Angle: ~35 degrees
Meter Gain: 38 (13 / 12 / 11 kicks for Kickfactor)

Other notes:

- S-Kill is a double jump character, he can Dive or Kickback in midair for
  a second jump, and he cannot attack until he has jumped twice.
- S-Kill has a unique Kickfactor mode.  He doesn't speed up at all, but his
  dives become teleports.  They have a little startup, but while S-Kill is 
  invisible, he can't be hit by anything.  He can input his second jump
  in the middle of his first teleport, and he won't reappear until the
  second one ends or he interrupts it with a kick.
- There's actually a little cue to tell you which way he goes in this mode,
  a vertical flash means he pressed dive, a horizontal flash means he pressed


"My name is S-Kill and I have come to unleash rebalance upon this world"

S-Kill is the leader of a secret organization whose goal is to rebalance the
world so it can be repackaged and sold once again.  His subordinates were
failing to get the job done, so S-Kill has stepped out of the shadows to 
condense the tier list personally.  If he isn't stopped, S-Kill will be the 
only god tier character, and everyone else will be bottom tier.

In the first Divekicking tournament, none could resist S-Kill's overwhelming
strength, and he succeeded in his mission to rebalance the entire world.
With his work complete, S-Kill nerfed himself into obscurity and disappeared
into the shadows.  Unfortunately, due to a clerical error, the rebalanced
version of Divekick was accidentally given away for free, forcing S-Kill to
return to the world of divekicking once again.

S-Kill is based on Seth Killian, the former community manager for Capcom, who
worked on balancing many fighting games, usually so they could be repackaged as
an enhanced version and sold to players for an extra fee.  His playstyle is
based on Seth from Street Fighter 4.

S-Kill is a tricky character who builds meter and controls space through
methodical and precise movements, which he can then spend on either Trick or
his very dangerous kickfactor mode.  The threat of these tools will push the
opponent to attack, but S-Kill must be approached carefully thanks to his
surprisingly fast vertical kick and his Parry.

Ground Special: Parry

Cost: 80 (3 / 2 / 2)

S-Kill poses, and if the opponent hits him in the upper body, he teleports
above and behind them, where he can press kick for a quick headshot.  If he
isn't hit, though, he is vulnerable for a while afterwards.

Parry has a pretty long recovery animation now, so you shouldn't ever fish for
Parries, it's role is just to make S-Kill harder to approach so he can build
meter more safely.  Keep inching forward and building meter to make the
opponent overextend themselves, then punish.  Even if you don't land many
Parries, the threat of this move will help you control space.

Air Special: Trick

Cost: 280 (8 / 7 / 7)

- Can perform during Kick

S-Kill instantly teleports above and behind his opponent, ready to kick for
a headshot.  

This move can be very scary, especially in Kickfactor because you can't tell
the difference between a normal S-Kill teleport and a Trick unless you watch
his meter. However, if the opponent is moving horizontally when he does this, 
it will usually miss.  This is his only method of chasing down headshots, but
he can actually chain them very well if he has a lot of meter.  Just wait for
them to stand still or neutral jump and then do it.

If used during your first jump, S-Kill actually retains his second jump and
can jump again after tricking, but in order to do this you must press dive and
kick on exactly the same frame, if you are even one frame off he will kara
cancel his second jump into this move and you can't jump again.  However, the
distinction between whether you have your second jump left or not is virtually
invisible to your opponent, so if you are good at choosing which one you want,
you can increase your ability to chase down a moving opponent.

Tips For Playing S-Kill:

"I can beat you with my hands crossed!"

S-Kill is a very methodical character who tries to gradually move forward
and build meter while remaining threatening with his specials.  He's difficult
to attack due to his Parry and short neutral jump, but if you leave him alone
he can strike from anywhere with Trick or go into his dangerous Kickfactor
mode.  In Kickfactor, he has among the best defense in the game, and it lasts
long enough for several timeout victories.

Of all the characters in the game, S-Kill is probably the most reliant on his
specials, without enough meter for Parry his landings are quite punishable,
and he can't chase down opponents without Trick.  The key to beating S-Kill
is always to take advantage of the options he doesn't have available when
his meter is low.

When he does have meter, though, he can be very scary.  You have to be very
cautious about building meter on him because S-Kill can come in with a
well-timed Trick and score a free headshot if you leave yourself open.  Even 
the threat of a Trick can make the opponent change their playstyle, so you 
should take advantage of this to build more meter so you can quickly get Trick
back after using it.  In Kickfactor mode, S-Kill has even more options
available and the opponent can't read his moves as well, giving you almost
complete control over the match once it becomes active.

Speaking of which, it's very important to learn how to control S-Kill's jumps,
so you know where you are during Kickfactor.  Unlike Stream, S-Kill's minimum
kick / double jump height is very low, and if you do the double jump low you
won't reappear until you kick.  This lets you appear in many different places,
and you also have Trick available for further shenanigans.  Mix it up to keep
your opponents off-guard.

S-Kill usually wants Kick or Style gem, depending on how aggressive his
opponent is.  Against very aggressive opponents, Kick gem is needed to stay
safe when kicking.  Style gem is useful against most opponents with horizontal
kicks, and is vital in the S-Kill mirror, which is all about who has more
Tricks.  Dive gem should generally be avoided, it does make your teleport
faster but it's not worth the loss of the other gems.  YOLO gem is actually a
viable consideration for bad matchups, as S-Kill can chain headshots like a 
monster with Trick as long as he gets the headshot in the first round.




Dive: ??
Kick: ??
Angle: ??
Meter: ??

Other notes:

- Kenny mimics a random character at the start of each round, copying the
  height of their dive, the speed of their kick, their kick angle, their
  meter building rate, and any other properties they may have.  The only 
  exception is that when he copies Uncle Sensei, he always remains in Sensei's
  normal stance and does his hand stance kick, so there's no stance change
  or superman, and he can't copy Baz or Johnny Gat at all.
- Kenny's physical stature doesn't change depending on his stance, so he's 
  actually a bit shorter and has slightly different hitboxes than the 
  characters he copies.


"I'm the light in the darkness!"

Kenny is an angel whose life on Earth was cut short by a tragic accident.
From Heaven, he has observed the world, and become entranced with the sport
of Divekicking.  Over time, he has learned to mimic the fighting style of all
prominent divekickers, and he has won many divekicking tournaments in Heaven.
Now, in recognition of his skills, he's been given a chance to compete on Earth
and maybe even earn a second chance at life.

Unfortunately, when S-Kill rebalanced the world, Kenny was sent back to Heaven.
Not content with his short time back on Earth, Kenny has trained hard to pick
up all the new tricks from the other fighters, plus a few more of his own.
Except for The Baz and Johnny Gat, whose styles Kenny refuses to imitate. 
He is an angel, after all.

Kenny is based on the late brother of a Kickstarter backer, who loved using
random select in fighting games.  His habit of copying a random character each
round is similar to other copycat fighters, like Mokujin from Tekken, but the
fact that he retains some aspects unique to himself each time is unique to him.
His story and Spirit Bullet are based on Yusuke from the anime Yu Yu Hakusho.

Obviously, playing as Kenny is fundamentally random since you don't know which
character you'll get each round.  However, it isn't all based on luck, the
ability to switch stances each round gives Kenny some unique advantages, like
the ability to build meter using characters who build it well and then enter
kickfactor as a character who has trouble building meter.  He also has two
unique specials that he retains in every stance and never changes his
physical stature, making him somewhat unique no matter whom he copies.

Ground Special: Spirit Bullet (Pulse)

Cost: 160

- Kenny can't build meter while the special remains active
- If it hits the opponent, Kenny loses the rest of his meter

Kenny fires out a little ball from his hands that remains in place.  If
the opponent touches it, they're frozen for a little while, but Kenny can still
move and hit them.

The ground version of Spirit Bullet acts as a trap.  It will remain in place
while Kenny can move around, so you can use it for space control.  It can also
be used like a counter attack if the opponent is going to land a bit in front
of you, and it also has value in holding the line for timeouts.

Air Special: Spirit Bullet (Homing)

Cost: 240*

* No upfront cost, but progressively drains meter after activation.
  Cannot be initiated with less than 33% meter.

- Can use during kick
- Can kick during or afterwards.  If cancelled early enough, the bullet
  doesn't even come out and no meter is used.
- Can only use once per airtime
- Remains active until it hits the opponent or Kenny runs out of meter
- Can have two on the screen at once, but it causes his meter to drain
  even faster.
- If it hits the opponent, Kenny loses the rest of his meter

Kenny fires out a little ball from his hands that slowly tracks the opponent.
If the opponent touches it, they're frozen for a little while, but Kenny can
still move and hit them.  Kenny can fire multiples of these at once, but his
meter will drain even faster that way.

This version of the Spirit Bullet homes, and Kenny can act in tandem with it
to set up some nasty traps.  Just try to make sure that you're in a place where
you can capitalize on it if it does hit.  Alternatively, you can just use this
to cancel a kick and then kick again, which can be extremely powerful for some
characters.  Note that if the bullet is on screen when the round ends, you
don't lose the rest of your meter, so it's best to get the kill with your foot
rather than the bullet if you can.

Tips For Playing Kenny:

"The reason you lost is because you did that thing you did instead of the thing
you should have done."

Obviously, to play Kenny you must first be fairly familiar with all of the
other characters.  You need to be able to quickly figure out what character you
have and what you can do with them, and have some idea of what their general
strategy is.  The best way to identify your character is to learn to recognize
everyone's kickback, as this is a safer way to start the round than throwing
out a kick.  However, even once you know who you are, playing Kenny still 
changes things up quite a bit, as he has some nuances that are all his own.

For one thing, it's very important to note that your meter carries over between
rounds.  If you're stuck with a bad matchup, you can simply build meter,
knowing that next round you'll get someone else.  If you come into a round
with a lot of meter, you might also be able to turn a bad matchup around by
using it.  Of course, you do have to make sure you don't get Headshot, as Kenny
is especially terrible when Headshot.  Not only do you lose all of your meter,
you don't even know which character you are at the start of the next round,
and you can't quickly find out as sticking out a kick could be death.

Knowing when to burn meter on Spirit Bullets and when to save it for Kickfactor
is especially vital.  Spirit Bullets are virtually essential in some matchups,
but useless in others, and you also need to know which to use. You definitely
want to make sure that if you get a hit, you can follow it up with a kill, so
don't use the Homing one with characters who can't chase well.  Also, if you 
can get the kill before the bullet hits, that's best, as you retain the rest of
your meter.

Gem selection with Kenny is, of course, a toss-up, as different characters
benefit from different gems and you never know who you're going to get.  One
way to choose would be to look at the opponent's character, and pick the gem
that the characters who have trouble fighting that character would want.
Alternatively you can go for the best gem for characters who are strong against
that character.  Or just pick Style gem since meter is so important for Kenny.
Either way, stay as far away from the YOLO gem as possible.  You're going to
draw a terrible matchup eventually and some of Kenny's matchups can be really


Johnny Gat:


Dive: Average
Kick: Fast
Angle: ~45 degrees
Meter Gain: 24 (20 / 19 / 17 kicks for Kickfactor)

Other notes:

- Johnny Gat has a unique Kickfactor mode.  When he enters Kickfactor mode,
  Shaundi appears at either side of the screen, holding the Dubstep Gun.  
  The Dubstep Gun fires lasers that switch the opponent's buttons if they hit.
  The lasers don't affect Johnny, and he doesn't receive any speed boost.


"God it feels good to be out of that vat!"

Johnny Gat is a prominent member of the 3rd Street Saints, a group of civic-
minded individuals who advocate peace by savagely killing members of rival
gangs and anyone else who looks at them the wrong way.  As a self-assured
jerk who leaves a pile of bodies behind wherever he goes, it came as no
surprise to anyone when a computer simulation revealed that the inside of his
mind operated like an old Arcade Game.  After being rescued from his own mind,
Johnny Gat travels into the mind of a certain familiar-looking homeless man.
He finds himself trapped in the world of Divekick, where the kicks do a million
damage and they chain headshots all day.  Has Johnny Gat finally come home?

Unlike the other totally original characters in this game, Johnny Gat is from
another series, Saints Row.  At one point in the series, you enter Johnny
Gat's mind for the minigame "Saints of Rage", which is a 2D beat-em-up style
game starring the main character and Johnny Gat, both of whom can divekick.
Upon playing this mode, Keits tweeted out some jokes about the apparent
references to his own game.  After a fair bit of back and forth it turned out
that the developers of Saints Row were fans of Divekick and they ended up
working out a deal for Johnny to appear in the game.  His abilities are mostly
based on his own game, but he does manage to sneak in a reference to Sabretooth
from the Marvel vs Capcom series with his Kickfactor.

Johnny Gat is fundamentally very similar to old Markman in that he possesses
specials that control space and compliment his extremely solid fundamentals.
At his core, Johnny possesses a very useful kick angle and and a good hitbox
that is great at slowly taking space away and punishing opponents who 
overextend themselves, and he can use his specials to force situations and
give himself further advantage.  He's not quite as overwhelming as Markman
was, but he's a very well-balanced character who rewards patient play and
good spacing.

Ground Special: Valet Service

Cost: 240 (10 / 10 / 9)

Hey, watch it!  Johnny Gat is just standing there, and he almost gets hit by
a car!  Johnny will jump over the car automatically, but unless the opponent
does the same they'll lose the round.  It's possible for them to land on top
of the car and survive, though they'll bounce back up if they do so.

Though you can attempt to time the car to hit the opponent as they land from
a kick, the real strength of this move lies in the fact that it forces the
opponent to jump to get over the car, which can disrupt their strategy and give
Johnny momentum.  It's also very useful for interfering with the opponent when
time is running out, as it can restrict their options to get control of the
center line.  You just don't want to be too obvious with it because it can be
punished if the opponent sees it coming.

Air Special: Black Hole Launcher

Cost: 180 (8 / 7 / 7)

- Stays onscreen for about 6 seconds, sucking in anyone nearby
- Can only have one onscreen at a time, attempting to place a second has no
- Can still use Valet Service while the black hole is active

Johnny Gat fires the Black Hole Launcher, creating a black hole a short
distance in front of him.  The Black Hole lasts about 6 seconds, constantly
pulling the characters towards it and altering their jump trajectories.

The Black Hole Launcher is one of the most interesting special moves in the
game because of the many and varied ways it interacts with the characters.
On a basic level, the black hole sucks nearby characters in, limiting their
movement options and allowing you to chase them down more easily.  However,
it has all kinds of other applications.  For starters, the black hole can be
placed at any height, and its height in relation to a kicking character
influences the trajectory and distance of their kicks.  In simple terms:

If the character is kicking above the black hole, their kick won't go as far
If the character is kicking below the black hole, their kick will go farther

Johnny can thus use the black hole to allow him to gain more space in a single
kick, which can be surprising.  However, in general it's not a great idea to
have the black hole behind you, because that significantly reduces your ability
to move backwards and allows the opponent to pin you down more easily.  Of
course, this means you can place the black hole inbetween you and the opponent
to create space, because they likely won't want to go over it.  The black hole
also affects certain special moves, potentially limiting their effects.
A full list of potential applications for this move is beyond the scope of this
guide, but feel free to experiment with it in many situations.  Do note though
that Johnny cannot kick on the way down, so don't use it when you're about to
get kicked in the head.

Tips For Playing Johnny Gat:

"We've got a little peace to disturb"

Johnny Gat is a spacing-oriented character who precisely maneuvers to optimal
ranges where he can limit the opponent's options and punish them for unsafe
kicks, similar to Dive and Kick.  Where he differs most from the brothers is in
his unique kickfactor mode, which can be disruptive but lacks the explosive
power of most kickfactor modes, generally forcing him to press his advantage
and battle for space more rather than sitting back and building meter.
Luckily, his excellent kickback and kick angle make him well suited to this

Johnny Gat's specials can assist his overall gameplan by allowing him to force
situations, but in general he prefers to manuever to a strong position and just
react to what the opponent does rather than trying to force a mistake directly.
His specials are generally best used to take control back if the opponent puts
him into a bad position, or to take control if the game goes to time, which it
frequently does when he pushes the opponent to a corner and waits them out.

Note that Johnny Gat is one of the only characters who can not cancel his kick
with his air special, so once he commits to a kick, there's no way out.  As
such, he must be careful pressuring against other characters who can punish
well, like Kick and Kung Pao.  This is one of the situations where he may wish
to use his specials to pressure the opponent, if an opponent is being too
defensive placing a black hole on top of them in the corner may give Johnny the
opportunity he needs to get the kill.

Like Dive, Johnny is one of the characters who is most likely to switch gems
based on the matchup.  Against characters where he needs to get height to
punish, such as Shoals, Baz, and Stream, Dive gem is useful.  Against
characters with lesser mobility that he wants to trap, such as Kick, Mr. N, 
and Redacted, the Kick gem is much more useful.  Johnny almost never has issues
with meter, so he doesn't really benefit from Style gem all that much.  Johnny
is also one of the best users of the YOLO gem, as it bolsters every aspect of
his game and turns him into a complete terror, but of course all standard
caveats about how you can't make a single mistake apply.


The Fencer:


Dive: Average
Kick: Average
Angle: ~45 degrees
Meter Gain: 24 (20 / 19 / 17 kicks for Kickfactor)

Other notes:

- The Fencer has access to a sword, which begins each match on the ground in
  the middle of the stage.  Fencer can pick it up by touching it, which changes
  his special moves.  Its position persists between rounds, so if The Fencer
  throws it or gets hit, it remains on that location on screen.  If he wins
  the round while holding it, he keeps it for the next round.  He cannot pick
  up his sword while concussed.
- The Fencer has a unique kickfactor mode.  His stats do not increase and he
  doesn't gain any special abilities, rather it gives him an alternate win
  condition.  When he enters kickfactor, an "go" marker appears on the opposite
  side of the screen.  If he reaches that end of the stage, he wins the round.
  He cannot turn around while his kickfactor mode is active, though.  If he
  wins a round while in kickfactor, his meter is completely drained, whether
  he won using his escape condition or not.



The Fencer is a participant in the Nidhogg competition, where two swordsmen
battle for the right to be eaten by the giant serpent, Niohoggr.  After winning
the contest and being accepted by the serpent, it somehow brought him to the
New Angle Dojo, where he was quickly caught up in the Divekicking tournament.
Now he's trying to fight his way to the other side so he can get eaten by the
serpent again, so basically he's here for pretty much the same reason as
everyone else.  Oh, and he has a sword, which also does one billion damage, so
watch out for that.

Like Johnny Gat, The Fencer is another cameo character, this time from indie
fighting game Nidhogg.  Not entirely unlike Divekick, Nidhogg is also a
simplistic fighting game that rewards careful spacing and positioning.  In
Nidhogg, the first player to reach the end of the screen wins, which is also
a mechanic for The Fencer in Divekick.  Besides swordfighting, The Fencer also
possessed a divekick in his original game, which is probably how he made his
way here.

The Fencer is fairly similar to Markman in that he possesses competent
fundamentals plus the ability to gain very potent stage control by utilizing
something that appears on the stage.  Unlike Markman, though, his stage object
is purely beneficial for him, so there's no issue of it backfiring, at worst
it can be placed in an inconvienient spot where he can't easily get to it.
His kickfactor mode is also totally unique, between his sword and his
kickfactor he has many ways to trap the opponent in an unwinnable situation,
though he is somewhat balanced out by the fact that his specials without the
sword have very limited use.

Ground Special: Cartwheel

Cost: 0*

* This move costs no meter at all, but you can't use it while concussed

The Fencer does a forwards cartwheel.  This move can go through the opponent,
but it does not have any invincibility, and it cannot be cancelled by any

You might expect this move to allow you to go through kicks, but it doesn't,
unless the attack is aimed straight for your head and you activate it early,
but in that case it would usually be better to just do kickback kick for the
kill.  Combined with the extremely long animation of this move you generally
won't want to use this often.

Air Special: Front Flip

Cost: 0*

* This move costs no meter at all, but you can't use it while concussed

- You gain half a kick's worth of meter when using this move

The Fencer does a fancy forward flip, moving him forward in the air slightly.
This is not an attack and cannot hit the opponent, nor does it have any

Like the Cartwheel, this doesn't generally have a ton of use, as the trajectory
of this move is very similar to his standard kick while building less meter
and not being an attack, though you can use it lower to the ground on your way
down from a dive than you could with your kick. 

Sword Special: Sword Toss

Cost: 0*

* You must have the sword to perform this move

When holding his sword, The Fencer has a totally different special move, which
is the same in the ground and the air.  He throws his sword straight ahead,
and if the opponent gets hit by it, they lose the round.

Unlike The Fencer's other somewhat lackluster specials, this is easily in the
running for best special move in the game.  The Sword Toss lets you attack
the opponent with almost total safety, which you can use to either control
huge areas of the screen or set up nasty traps.  Most characters cannot safely
jump anywhere near you while you have the sword since it traps landing so well,
which you can easily use to back them up into the corner and pin them there.
In general, it's best used on the ground for its space control properties,
the air toss is harder to hit with and some characters can mix up their air
trajectories enough to throw you off.

Tips For Playing The Fencer:


The Fencer is probably the most heavily spacing-oriented character in the game.
When he has his sword, he's extremely strong, but he doesn't have a ton of
tools for moving around vs other characters that control space well when he
doesn't have it.  When playing as or against The Fencer, you must pay very
careful attention to the position of the sword and adjust your strategy
accordingly.  Once you have the sword, you can generally force a deadly
stalemate where the opponent either stays still or gets a sword to the face,
but don't be afraid to push your advantage with regular kicks as well, if you
can start the next round with the sword the advantage is already yours.

The Fencer has a unique weakness in that his specials without the sword are
almost certainly the worst in the game.  They don't cost any meter, but they
have very limited use and don't do much to help him get to his sword against
anyone who controls space well.  Thankfully, his basic dive, kick, and kickback
are all quite good, and he's perfectly capable of fighting without specials
when he has to.  His unique kickfactor mode is very interesting and gives him
another way to control space, though often the threat of it is just as
effective as the actual escape.  Convince your opponent to overcommit and then
punish them for it.

Fighting against the Fencer requires extreme patience.  In many cases, you
simply have to content yourself to take away access to his sword and either
time him out or wait for him to overcommit.  If he has his sword, you just want
to get away.  Kickback is about the only safe move you have, so try to get
full screen distance and build some meter, as your specials are about the only
way you're getting out.  Plus, if he hits you with the sword while you're in
your own corner, at least he has to work super hard to get it back.  Just don't
let him time you out, you don't want him to keep the sword.

Of all the characters, The Fencer has perhaps the most varied gem selection of
the entire cast.  Kick gem is always handy as a kind of go-to gem when nothing
else is specifically needed.  Dive gem is useful to keep up mobile high
jumpers like Uncle Sensei, Baz, and Shoals.  Against less mobile characters
like Redacted and Mr. N you could even try the style gem, as when your
kickfactor mode is up their options are incredibly limited.  I wouldn't tend to
recommend YOLO gem with The Fencer, though, as if his sword winds up in a bad
spot he may have trouble for a few rounds.


Contact and Credits:


Contacting Me:

You can reach me via email at terotrous (at) yahoo (dot) com.
Include Divekick in the topic title so I know it isn't spam.  If you find out
anything I add to the guide I'll add you to a list of contributors.

I don't check my email that much, so be aware it might take me a long time to
get back to you.  Probably the best way to reach me is to PM me on Gamefaqs,
as I'm there all the time even if I forget to check a specific board.

What to contact me about:

I'm not sure there's really that much for this game, but perhaps some really
awesome use for a special move I'm not aware of or something.


Special Thanks:

Keits - For creating Divekick and listening to the fans when we said we wanted
        to buy his product.

Turbo and Iron Galaxy - For taking the risk to develop Divekick into a real 
                        game and for making it into what it is today.

Jebailey - For teaching me about kara cancelling in Divekick on the JeDaily
           Show, and for getting his head shaved over this game.

Graham Shryock - For figuring our how Mr N's double jump works.

Gamefaqs - For hosting this guide.

Ascgen - http://ascgendotnet.jmsoftware.co.uk/
         This program helped me create that ascii logo I used here
         (though I had to edit this one so much it was basically from scratch).

Wikipedia - http://en.wikipedia.org/wiki/Main_Page
            Provided some of the background information for the Bio

That's it for now.  If you submit information, your name could be here!


Closing Information:

Thanks for reading this guide.  I hope you found it helpful.  Tero out.

Divekick Guide copyright Adam King, 2014.  Do not reproduce or redistribute.

Divekick the game, and all related copyrights and trademarks are held by their
original owners.  This guide is not intended to infringe upon said copyrights 
in any way.

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