So did I, but there are 3 separate sections in the change notes - for “Hooligan Combination to Cannon Strike”, “Hooligan Combination to EX Cannon Strike” and “EX Hooligan Combination to Cannon Strike”. I suppose it’s a mistake. Might’ve been interesting, though.
Nope. The last one is “EX Hooligan Combination to Cannon Strike (including V-Trigger)”.
Since these were poorly translated from japanese the last one probably means “with” instead of “including”.
I’ve just started to practice the exercises that you have SunTzu have laid out for me (haven’t had much time lately). Yes, it does seem impossible at first, but I have faith.
I have a question about the extra pushback on counterhit that you were talking about. I was practicing against Laura’s st.LP, which is another move that pushes you out of range of cr.MP after st.MP CH.
When playing against a character that has a pushback like this, do you abandon st.MP, cr.MP? Do you try for st.MP, cr.MK instead? Or some other variation?
@greenwood All combos have there place and you use them based upon what you’re opponent does. For example Laura’s st lp is a 3 frame move and you’ve noticed that if you counter hit that move with st mp, the cr mp will whiff so you should do cr mk to still be able to combo. However what happens if Laura doesn’t hit st lp on her wake up and instead hits it after she blocks your st mp. Since you’ve decided that cr mp can whiff and should be abandoned you hit st mk right after the blocked st mp instead. What happens is Laura’s st lp then counter hits your cr mk. In that instance the cr mp instead of the cr mk would have worked as it’s a 3 frame trap whereas cr mk is a 4 frame trap. So it’s not that you just abandon the combo. You need to pay attention to what your opponent is doing and then adapt to it.
At your level besides having your anti air down I’d say just practice combos and have some block string and meaty setups you are able to do consistently. Go through those as you play and just see what you opponent is doing. Did they hit a button on their wake up? Yes, ok do more spiral arrows into meaty combos. Did they block the first hit but get hit in the middle of your string? Yes, ok do more frame trap combos. Did they block everything? Yes, ok end your string short and go for a grab. Did they tech your grab? Yes, ok go for a shimmy and try to punish their whiffed grab or normal.
Basically you want to be looking for their tendencies and how you can exploit them. People don’t always do the same thing but you’ll start to see patterns. Once you do you’ll start to learn which combo to use to beat those tendencies.
So how the hell do you anti air akuma with anything approaching consistency. It’s like trying to anti air cammy but ten times worse
yep currently 0-6 or so vs akuma today
Nvm, since I’m now 0-30 or so, it must just be impossible because I’m so shitty
To anti air him you have to see what they like to do. If you hear a sound when he leaves the ground and see a flip you can do st hk to get a crush counter into DP or even just DP. It will beat all of his special air moves. If he jumps but you don’t hear him make a sound then watch to see if he throws a fireball or does mk. If he does a fireball you can walk under him and punish on the other side if he does mk you can do a b+mp. There are situations where he can do a quick fireball, but if you block that you get a full combo so they don’t really risk it. You are either going to see a late fireball or mk to try and mix you up. Once you walk under one of those fireballs and take 40% of their life they tend to re-think it’s use on you.
For the most part don’t try and jab him on your wake up. He has way too many easy meaty setups. It’s best just to block and wait for him to push himself out or end his string. Once he does you can try for a cr mk or st hp to usually catch him trying to come back in otherwise otherwise go back to footsies or be ready for the next jump in attempt.
Been a while since I’ve posted, I’ve been playing intermittently up until S2 and I’ve sorta been glued to the game since.
I’m hovering around the 1700-2000 range now.
Since the update, how important are dive kicks now? Have they lost some functionality?
I felt as if I should have been using them more S1, and as I’ve read more and played I’m not sure how the changes affected them exactly can anyone explain pre/after?
@Realityy Watch this. Subtract 4 frames from ex divekick and one frame from mk divekick.
They lost functionality in the sense that the range you can properly use them and be plus on block is now restricted.
@ensane Against Akuma you block and then block and then block. When cornered, v-reversal. Don’t mind being thrown since if you do, he’ll reset the neutral and have no followups but a long range meaty. Neutral game is in our favor so who cares, right? Besides, Akuma is a frametrap monster.
If you block air fireball (unless v-trigger) or divekick, you’re plus once he lands. It’s your turn. Think about this for a second: a character with the worst vitals in the game is putting himself in frame disadvantage right next to Cammy’s face. Block a couple of air fireballs and divekicks and show him this is a bad idea. When he starts respecting you again, AA him regularly. Ex-DP will win against everything he does though.
@Greenwood Ideally yes, you would switch for something else. You can confirm st.mp st.hp (3f trap) or st.mp cr.mk (4f trap but hits low) just the same, it’s only a little bit worse as a blockstring since these buttons “end” your offense (on block you’re minus after both).
You can split the training too if you find it too hard atm. Like first focusing on hitting your meaties (counterhitting wake up buttons) consistently, then moving on to confirming frame traps and all that.
If it helps, hk spiral arrow -> dash -> st.mp as fast as possible will beat 3f buttons on quick rise. You can use that as a setup and manually delay it if you see your opponent’s backrise animation.
@SunTzu81 I’ll have to try that out then
@carups I can’t play a neutral if they can just hold up+forward with little to no drawbacks
@ensane sometimes we forget what it’s like to fight in Bronze/Silver. If you are having issues with up forward you need to set those things up in the lab so you can notice and react to the jump differences easier. It’s all about muscle memory. The more you do it the easier it will be to beat their jump in every time. Just spending about 20 minutes mixing it between his normal jump and fireball jump.
@SunTzu81 Unfortunately I don’t have akuma and I don’t really want to by the character pack yet with so many “mystery characters”. It’s easier than when I play karin but my only choice is to grind out matches.
Do you have a problem with AA’ing regular jump-ins or AA’ing Akuma’s jump fireballs/divekicks?
Beating Akuma’s regular jump-ins isn’t any different than beating anyone else’s. What mixes things up is his air fireballs and divekicks. But as I said, just block those. They are all minus on block.
@Sanada-kun “Cammy bmp and u get a mix up after it as well” (from another thread)
What mix up do you get?
U can dash to the other side quickly after u hit the bmp AA. It also puts them in a great place for a meaty so if u don’t wanna dash to the other side u at least get pressure
Beginner Cammy EZ Offense Flowchart:
BnB: 5mp, 5hp xx hkdrill
Corner Dizzy Punish: 8hp/8hk, tc xx lkdrill, exdp
AA: 4mp, lkdp, mkdp
Neutral: your neutral will center around 5mk and your AAs. How this will work for you, is something you are going to have to figure out on your own based on your style. The faster you figure out your neutral strategy the ezier this flowchart works.
Strategy: Land hkdrill. Period. End of story. This should be your singular focus on offense. - The following assumes QR , I will talk about the other rises ltr - so you land your first hkdrill, what now? Dash, 2lp, 6~throw. This is very important that you get this down, and this is your first course of action after your first hkdrill. If they tech, play neutral. Throw hits, play neutral.
You land your 2nd, 3rd … hkdrill dash, now you have more options:
- 2lp, 6~throw – same as before
- 2lp, 5mp, 5hp hitconfirm hkdrill – block: walk back or jump back or dash back and play meutral. Hit: dash, repeat.
- 2lp, delay tech – play neutral/defense
Mix up your options. 3rd option is if you are expecting a reversal. Pay attention to their stun gauge, usually they stop pressing buttons when pressured and close to stun. 2lp, 6~throw works really well here for getting the stun.
Other Rises:
Recognize that the player did a non QR wakeup and manually time the 2lp to hit them as they wakeup. Make sure to 2lp, 6~throw if its your first hkdrill.
Other Things:
Super/ex drill through fireballs.
Setup works after exdp as well in the corner.
After 4mp AA, walk up and time 2lp, 6~throw as they land.
Yes, I usually do a little walk and throw them after they land. I probably didn’t notice that you can dash underneath because most of my bMP AA’s are late and my opponent is too close to the ground.
Why no HK CS for an AA? It’s pretty good for neutral jumps, no?
-Dash, 2lp, 6~throw-
What are the benefits of this over st.LK, throw?
Also, lol that you play Cammy and Yun in SFV. Just like I play Cammy and Q in SFV.
I don’t like this for a number of reasons. First of all teaching new players an easy flowchart is a great way 2 get blown up. Flowchart is very predictable yeah it mighy work on bad players but then once u get 2 play gd players ur flowchart is useless and at that point ur used to playing that way so u will have 2 change ur whole playstyle. It also gives new players a bad message of I don’t need 2 really learn the game just follow this to get easy wins.
As far as the actually flowchart itself always using lp meatys is a terrible idea firstly to even get the throw after it u have 2 walk up a bit which will become predictable like Greenwood mentioned stlk is a much better option.
It’s cool that ur trying 2 help new players but I just feel like the message ur trying 2 put out is a bad way 2 start playing this game
Its a simple offensive gameplan for Cammy after hkdrill that works well against silvers and some gold players. Its simple enough they can excute right out the box. And when they are ready to take their game to the next level they can start thinking about why its working, its weaknesses, improvements, better tactic etc… Finally its a good way to weed out players who are serious about improvement and players who just want to win on ranked.
2lp after hkdrill leaves you at +4 on block, +6 on hit and +8 on counter hit. Plus the push back is minimal on meaty touch. 6~throw is a just frame notation, its hard to see coming. Its constructed in such a away that most silver players are going to want to tech more often than not. Which is the whole point of this offensive gameplan after hkdrill. You want the player to be concerned about teching throws. Please show me a player than can distinguish 6~throw from 5mp, in less than 5 frames at a silver/gold level??
Of course 5lk, is a better option. The execution items surrounding it however is lot higher, there are too many trees and or rabbit trails to follow. I am not trying to frustrate new players, I am trying to help them win and give them a simple tool they can use to create their own plans that teaches them:
Execution
Comboing
Strategy/Gameplanning
Hitconfirming/counterhit confirming
Conditioning
Understanding when your turn has ended
Mixups - basic, but effective
Frame data manipulation
Understanding the threat of throws
I am trying to figure out what message, i am trying to send as well.
Its lack of invincibilty. But if you can use it by all means go ahead.
Benefits for meaty 2lp; its +4 oB, +6 oH, +8 oCH. Meaty 2lp, 5mp, 5hp is 3f proof. Easier damage off counter hit. The fact that you have to walk forward to throw is a debatable weakness. However, its worst offense is the +6 oCH from a raw 2lp, if you decided to 2lp, 6~throw. The throw will whiff.
So advanced players would 2lp, pause, walk forward, throw. Which is easy to see coming. Hence why 5lk is better. Most players cannot punish a whiffed throw properly unless they were expecting it, even then, they still have trouble reacting to it. So my flow chart is saying F that weakness, do it anyways.