the thing ive noticed with people struggling with the game is thinking everything is indeed safe. Fact is most normals ARE safe. However they are not safe if you try to follow it up with something. Most are attacking with medium and heavy buttons, alot of those buttons ar actually 0 or -2 give or take with a few safe exceptions. Pay attention to this rule of thumb. If they jump in and you block only tech after say the jump in and the first attack then dont press anything. See if they like to followup their second attack because usually 95% of what i have experianced all characters in theory “lose” their turn after the second normal you block. Then thry need to press either a long reaching heavy or medium which usually have longer start up. This is your chance to take over. Granted this obviously doesnt always work and it really depends from chracater to character the idea and theme is about the same. Keep playing as you do because i cant teach you shit all cus i suck too, but i have started paying attention to this and it has helped me better choose when to attack. After that its just knowing the match up and what button to press or what options you have and what options they have and practice that.
Alright so I’ve finally cooled off from my terrible tilt and negative thinking and managed to play some games where I actually felt I was in some control. I’ve uploaded some videos on Youtube for you guys to critique…and yes, I’m VERY bad. But any advise is appreciated Sorry for the quality. I didn’t realize how bad it was until I uploaded them -_-
Seeing someone who is worse than me anti-airing better with his DP…
This motivates me, I have to start a new training programm to fix this issue finaly!
Alright back to the topic.
You don’t play to bad,there are several small things you have to work on.
Blocking, you blocked pretty decent. But you have to judge the situation faster and more safe. Blocking is always your lowest risk, try to learn the blockstring your opponent does and what you can do against it.Know your options.
Spacing. Your spacing is also decent, but for things like your spin knuckle or in some cases the Hooligan you have to practice your spacing better,since some of them came from to far away and were to reactable, what leads to…
3)…Hooligan and Spin Knuckle. The Spin Knuckle is a nice tool, it moves pretty fast,can cross-up and go around projektiles, but the startup is a bitch,what makes this move sometimes to reactable. Use it sometimes.
Same goes for the Hooligan, Cammys Hooligan is a nice tool too, but not easy to use too. Hooligan works good as a surprise Mixup, or to go around fireballs, it can create some chaos on wakeup,but is pretty easy beaten by jabs, so use it sometimes.
Footsies, that was actuall better Footsies than the people I get matched with have, so basicly Gold and above.Anyways, your footsies is not that bad, but you should use more moves than st and cr.mk for it. St.hp,st.mp,st.lk are also good Normals for the neutral.
Mixups… I haven’t seen any. Maybe I’m blind today. You should learn to use after Arrow Combos knockdown pressure. Pretty basic and fast to learn.
6)Combos. Practice makes perfect, they’re not the mainfocus, but it’s nice to have them.
So,I would say I want to help you more, since you play on PC, I can offer you two things.
The first thing is that you could add me on steam, I work at home currently and Steam is online like the whole day and I have no problem giving tips.
The second thing would be my Guide.
Both are linked in my profile, if you want to add me on Steam leave a message on my profile, otherwise I will probably decline you.
yeah you are definitely waaaayyyy overusing v-skill. it’s a lot like jumping over and over; yeah, it closes the gap, but a good opponent is just going to react and hit you while you’re vulnerable. there are even many times in these matches where you get in and then back off so that you can try to v-skill again. your strategy should not revolve around such a slow, risky, unsafe move. in general as cammy you want to be trying to get in mostly by using cammy’s excellent normals, walkspeed, dash, and ex divekicks.
once you’re in, as cipher says, you need to have a bit more of a real “mixup.” otherwise, people are just going to block against you and you’ll never be able to do any real damage without them really making a big mistake. how well do you understand the concept of the frame trap? step one is to learn those. step two is to learn to threaten with throws to force people to try and escape your frame traps by hitting buttons/teching. step three is to learn to shimmy once late teching becomes an issue. you also need to be able to keep up the pressure with meaties and such after knockdowns.
so; look at your approach, what you’re doing once you’re in, and what you’re doing to stay in after a successful opening. if you have any questions about specifics, ask or look around on the forum, it’s all been discussed plenty here.
i’ve gotten extra annoyed with my fightstick reading DP as CA when i have full bar, i get super almost everytime i try to reaction DP during a match… dp motion and double fireball shouldnt be the same, but it does it every damn time…what gives?
Unless they are crossing you over it’s your bad inputs. You are probably wiggling the stick way too much and getting two srk movements. Gotta practice in training and retrain your muscle memory.
suppose so…i’ve been playing on stick for about 6 yrs now…never had that problem on sf4 or any other fighter i play. …guess i just gotta study dat key display and tighten up my inputs
Usually it happens when you do dp motion and go to forward or i think many people do a quarter circle to start the motion and go from db. I think best bet is to just spam th shortcut and grind the bottom of the gate like a scrub lol. Its what ive been trying to do. Specially when i wana mash the dp in a blockstring or something.
i really try to do “forward, down, forward” like the old snes days when i want dp and really exaggerated two fireballs for super…but the damn f,d,f gets me super…so its kinda frustrating to say the least when i look like a moron for doing raw super…but yeah, i’ve flirted with doing the new shortcut, but it feels so unnatural for me
Now that I’m facing competent players, I cannot win. I’m losing like every FT3, to every character, 95% of the time. Hoping that someone can help me out:
I have a lot of trouble in neutral. I try to poke with st.mk and cr.hp, and sometimes cr.mk buffered into HK SA but I sometimes space it wrong and do HK SA on a blocking opponent. Any tips on playing neutral in general?
Any tips on mixing up with Cammy? Especially in the corner? I have a basic idea, but it seems like people just block my frame traps, tech my throws, or mash me out when I shimmy.
What do I shimmy and punish throw attempts with. I try to use f.HK, but I just get mashed out or thrown.
@Blueshinryu I’m not the best Cammy player, but here are some of my thoughts on how to improve
learning spacing and how to play footsies is something that gets better over time. St. mk is a great poking tool but you want it to hit it at the very tip of its hitbox so that you can respond to the opponents attempt to counterpoke you afterward with a cr. mp. You can practice this spacing in training room vs Ryu setting the guard recovery to cr. mk after your st. mk. Cr. mk is godlike and you should only buffer the QCF motion and not the kick unless you visually hit confirm the cr. mk, this takes loads of practice too. Cr. HP is good in its own right but is something that should be done preemptively when you have a read on what kind of normals your opponent likes to throw out in the footsie game. Cr. Hp is even more godlike because you can OS her CA or cancel into V-Trigger on hit to tack on massive damage or on block to make it safe and keep your momentum.
Cammy (just like any other SFV Character) THRIVES in the corner. I usually first test the opponents ability to tech throws. Tick throws are one of Cammy’s greatest tools cause of her ridiculous walk speed. If they don’t tech keep throwing them and condition them to tech. From there you can blow them up with all of Cammy’s frame traps and score that stun!
Never use f.HK to shimmy. Due to its start up and not being airborn you will definitely get hit or thrown out of if not properly spaced/timed. F. Hk should mostly be to close in and punish moves that are unsafe and out of range to use your CC. St. Hp is the best button to punish whiffed throws with. The hitbox is SO GOOD on that button and really easy to hit confirm out of.
I’m sure there are many others on here that could give you better advice but I hope this gives you a starting point!
I’ve been struggling applying pressure to very defensive players. The big secret I have is that if a player just crouches and blocks and throws jabs when I’m close- I would not be able to win. So this becomes a tremendous problem against decent players who start to play defensively in reaction to my increase in aggression when I’m at low HP. I try to get in close to grab- but that seems obvious and I’m hit out of it and hooligan is way too obvious. Every so often I try to bait out a hit with an ex-cannon strike and can chip a bit- but again… this is if they take the bait.
Vary your strings so it doesn’t become obvious to them when to mash jab to stop your grab attempts. If they are just mashing jab and hitting you out of your grab attempts you should be frame trapping with the appropriate gap (3 or 4 frame traps). Once you catch them once or twice mashing jab they will block or lose. Once they stop mashing jab you can then start grabbing. If they switch to teching you then start doing shimmys instead to catch the delayed teched grab. They then have to switch back to jab to stop the shimmy, but at this point they usually aren’t 100% sure what you are going to do so they have to guess. This is why Cammy has to work a little harder. She has to test and train the opponent to do something besides block. Sometimes they learn and sometimes they don’t. Best to try something and keep doing it until they show you they can adapt to not get hit or grabbed, then switch it up once they do adapt.
For the last couple days I’ve been thinking I need to pick up a more zoning-focused, projectile-using character, but none of the zoners in this game fit me yet (former Rose/Juri/Cammy player).
After some deep thought and reading over @Cipher 's guide, I’m just going to work more on being a lame Cammy. Maybe the lamest, most defensive Cammy in existence.
Lol real talk: I’m using the same two characters. Laura is pretty much my “I just wanna have fun and grab stuff” character.
I’ve started to pick up Cammy a lot recently, in ranked also. Even though I’m finding myself losing majority of the time it’s good practice.
I can’t seem to deal with Alex/Laura/Mika very well when I come up against them, I seem to be letting them in to often for grabs, what’s the best way to try get around this?
I feel as if I’m trying to poke with cr.mk too often and get punished for it a lot, especially when I feel under pressure.
Projectiles also seem like an issue I have to deal with a lot too but can’t seem to avoid taking more than minimal chip damage.
Most people think that you will space them out, but IMO its best to just go in against them since they all have weak defensive options. Personally I think you should space them out occassionally (usually at the start of the first round) then switch it up and take the offensive.
Stick to cr.LP and occassionaly cr.MP for panic buttons.
If you’re getting punished for cr.MKing too much you need to change your timing or use a different button. A lot of times if you poke/hit someone a few times with a MK, they’ll retaliate with a hail mary sweep (usually against Ryu or Karin players) so take a second to downback after poking their toes a few times.
Projectiles you just need to up your V-skill prediction/EX Arrow or super reaction game. Or you can neutral jump/forward jump divekick over them.
Hi! I have a problem linking V-skill into shp in two scenarios, at v-skill max range and if i’m the maximum near possible to the enemy body on wakeup, its me?