For some reason I’m having a severe problem with people like balrog or any shoto that like to jump back HP or HK while I’m trying to keep em down in a block string, I dunno what exactly I’m doing wrong. But I tend to do the dive kick, and go for a bnb c.lk c.lp c.lk, if it’s hitting I go for SA, if not I usually try another bit delayed dive kick and this is usually where I just get smacked.
So is this just a terrible setup to be doing? Should I make the dive kick instant? cause I was concerned I’d be too far after the 3 hits. I sometimes shorten the block string which works sometimes but not always.
It’s just really annoying honestly because I feel like I’m in an entirely losing game if I can’t keep em down and they can just run off, because I’m in a losing battle trying to play footsies with balrog or shoto’s it would seem.
Sorry if I’m making too many threads asking questions but, I can’t ever seem to find the answer in any of the other combo threads. If someone could just link me too it, I’d like that better. Cause I have several other questions about her dive kicks, in particular which one’s I should use and when, cause I tend to use lk on jump ins the most vs shoto’s cause it seems to beat srks.
if they block the dive kick, I just go for 2 lp or lk instead of a bnb of 3 hits and then start mixing between fast dive kick (no tkcs, just jump and do a cs really fast), tkcs, throw or cross up, for this last I take some time before using it because I want to condition the opponent to keep blocking and not trying to reversal. In case they are doing reversal, thing that you can notice after a couple of tries, is to hit 2 times, 1 step in and block, if is a jump back with an early hit, try to catch them with an SA
just sounds like you need to add a bit more to your pressure string game. if they really like to jump away after you do a 3 light block string and keep smacking you out of delayed TKCS (in footsies i would highly recommend not going for a normal cs input after a jump, too risky. also prolly why your getting popped out of the air because your too high) there are a number of things cammy can do to counter this, for one thing if you stay grounded and they misread and jump back a spike will catch them, or if your feeling risky do that block string of lights and then throw in a mix of: cr.mk (can catch them in pre-jump frames) st.mk (can catch them in prejump or barely in the air) or my personal favorite a s.rh (can catch them prejump and early in the air).
really nobody is going to just want to hang out in cammy pressure strings all day unless you start giving them reasons to not try to escape the first chance they get.
Yeah that’s exactly what I was trying to figure out. I can punish back dashes and the various teleport characters, I was just having trouble dealing with people jumping back. I think I’ll just try a s.hk or perhaps c.hp.
If you’re getting tagged by jump back fierce, you’re being predictable. A lot of cammy’s fall into the short, jab, dive kick pattern.
Off the top of my head, it also sounds like you’re not DPing enough during your pressure game. The whole point is to make them afraid to jump. You can either use DP or use cr. HP for the anti-jumps. cr. HP can be jab’d out, DP is a bit unsafe.
I always like to test their reactions with dive kicks first. All i really do if they block is Cr.Lp>Cr.Lk>Grab or Cr.Lp Cr. Lk then nothing to wait to see what they do. If I condition them or they start to just sit their and block, reacting slowly when I stop going pressuring I walk forward and S.Jab or Hk TKCS their toe. It seems to work for the most part.
I did, or have you forgotten that I used Guile to win more matches instead of Cammy vs Cammy.
v
v
v
Juri
Adon
Rufus
All have better dive kicks and overhead attacks… so… yeah.
Please don’t tell me you think spamming is more effective than any form of anti crouch. Seriously that doesn’t make sense.
Remember that what your opponent does after a divekick is always a critical point in the match. I like to do a cr. jab after a divekick then go for a throw, if they tech it, then I know they mash throw, if I connect, then I know they’re probably mashing cr. jab which will give me a setup for close cr. mp counterhit or just more throws. Also if you’re sure they’re jumping away, just do a slightly delayed st. mp after a divekick.
Doing a dp to catch people jumping away is NOT the answer, it’s way too risky and if you miss you’ll eat it phat.
Lastly never ever EVER just do cr. short -> cr. jab -> cr. short unless it’s hit confirmed. If you get to cr. jab and you’re not hitting, stop the string right there. Finishing with a blocked cr. short just puts you at -1 and pushes you out too far for anything practical. Ending on the jab however keeps you at +1 still leaves you room to fish for a st. mp CH, tick throw, or go into another divekick. The 2 frame difference between cr. lk and cr. lp on top of the added push back from a 3rd blocked attack make a worlds of difference when trying to figure out how you’re opponent likes to mash.
If people are just guessing with focus bait that’s a free punish with either cr. mk xx rh SA or jump in xx ultra.
I was wondering what would you do against someone like a chun. Ive noticed that its hard for me to put pressure on chun because of how fast her pokes are. it might just be me. I will try and inst CS and she blocks and pokes me out of my cr. jab into a painful combo before I know what the hell happened.
@findmyfarms I wasn’t sure if “I like to do a cr. jab after a divekick then go for a throw, if they tech it, then I know they mash throw, if I connect, then I know they’re probably mashing cr. jab which will give me a setup for close cr. mp counterhit or just more throws.” would work against her. I haven’t tried it because my pressure game isn’t good enough to get in consistently That and I don’t know chun very well. Is that tactic you stated a universal one?
Yeah you just gotta work on your timing, chun shouldn’t be able to mash jab out if you throw right after the divekick or right after the first cr. jab tick. Keep in mind though that cr. jab will beat out a 2nd divekick if you’re doing them successively, which is why it’s so important to throw her, so that when she stops mashing jab and starts teching throws THEN you do a 2nd divekick and get that phat damage.