Thanks, I haven’t really encountered many of them characters since (frustrating) I posted but I’ll keep it in mind.
I’ve started using cr.MK a lot less now only when I deem necessary I guess and it’s helped a bit. With the projectiles, divekicking seems to be a pain for me, either I can’t do it quick enough as I’d like or I end up just jumping so I’ll have to work on that more. Me and a friend were having a discussion on the inputs for it, he seems to do it differently to me. He goes for the forward jump then rolls the stick around from there to the QCB motion, whereas I tend to go straight down to the cr position and do the QCB.
The second active o stHP is way longer than the first. So V-skill being +6 and stHP being 6f of startup means that if you’re from far away its very likely that only the second active will reach, which means that your opponent will be able to block it. You should use HK DP instead.
About the close ones, keep in mind that the crossup vskill has 4 more frames of duration (1 more startup and 3 more of recovery) then the one that hits on the front, which changes the timing quite a bit.
The extra recovery on V-Skill does not effect your button timing though. It’s plus 2 on block or plus 6 on hit regardless of cross up. You should be timing based on the block or hit not the animation. The extra frames were added to give people a little extra time to react to the cross up. It would only effect you if you whiffed.
If you are mistiming this you are hitting it too late. Use the 3 frame buffer, always error on the side of hitting earlier and be wary of distances as someone else mentioned Ken and Nashs hit box seems to whiff sometimes if you hit them farther away. This tends to happen to me if I V-skill and they dash back, the follow up will tend to whiff or get blocked in that situation so you can’t just auto pilot the special after.
Well, the recovery happens after the hit. So I guess that there is 3f less hitstun than then non-crossup version since its the only way to maintain the +6/+2 f adv, which then would change the timing for sure.
Hmm I just haven’t had an issue with it since the block/hit frames have been consistent, so I don’t know. It effects me heavily if I turn on and off v-sync or go from PC to PS4 though and that is supposed to be around a 3-4 frame difference, so wouldn’t the 3 extra recovery frames effect me the same? The only thing I can think of is I’m reacting to the block or hit not the animation.
Edit: I see what you’re saying after the 2 active frames there is 3 more frames added which could eat your buffer window and make you mistime it. Sorry I totally misunderstand how the frames were working here. Why the hell did they add that to the recovery if block and hit advantage were the same? We’re they trying to screw us?
You can alternatively do a dp+hk if you think you are too far for the st.hp. As far as i know this only happens when the v-skill is done pointblank, or if it hits from far range.
Yup gotta aim at the tippy toes. Best way to visualize this is to put a training dummy on block and have him press a 3 frame attack on block then do your dive kick and mash your c.jab to see if you are plus. If you get a counter hit that means you aimed it correctly.
Each strength only aims it slightly differently. no other differences. I have most success with MK and HK.
I’ve been getting private messages asking questions about training, setups, dive kicks, etc. so I figured I’d just make a video. Please forgive my sleepy voice and dropping a few things while trying to show what I mean. I’ll do a better one later when I can edit properly, but hopefully this helps answer some of those questions a few of you have been asking me.
Hello everyone, I’m new to SF V but I’m somewhat familiar to Cammy. I’ve been practicing some links for a while but I’m wondering if it would be a good idea to play online at the battle lounge or if I should just stick to training and then survival mode.
Thanks for the advice! Although going online feels a bit threatening since the few matches I’ve played have been disastrous. On the other hand, it’s a good thing the game has crossplay so that I have more instances to improve my game.
Here is when I think it’s ok to start playing online with a character vs sticking it out in training mode a little longer. Once you can anti air consistently from far, mid range, and cross up range with your character and have at least 3 standard combos and one max punish combo that you can do at least 10 times on both sides without screwing up (basically once it becomes almost natural and you don’t really have to think about it). Obviously knowing what your basic normals do and look like is a given, but once you can anti air and do a few combos one being a max punish combo it’s safe to go online to apply what you have learned. With this basic knowledge you’ll be able to stop jump ins which is a big thing for beginners as a lot of them jump and you’ll be able to try the combos you’ve learned on a live opponent. It’s during online matches that you will get to test what normal buttons work best at what ranges and at what times. How to tech grabs, apply frame traps, meaty setups, punish specific characters unsafe moves, etc. After a few loses you’ll then be able to watch your replays and see what hit you and what you did that got you hit. You’ll be able to formulate solutions based on what you’ve seen or find them on sites like this and then try applying it later in a match. It’s all about acquiring the knowledge and then learning to apply it. For some it happens faster that others, but you constantly have to keep learning in this game if you want to be good. It takes a lot of time and effort unless you’re a natural.
Thanks for your replies, I’ve entered online and it hasn’t been pretty; however I have scored some victories. I know I probably should practice a bit more before going in but I wanted to dive into online right away to remove the fear of playing human opponents (haven’t played against people since 2011). I’d like to know what can I do to approach opponents safely and apply pressure, right now I’m depending only on st.mk and cr.mk, struggling to use cannon strike since I can’t do it at the right height. Also if you could tell me what are Cammy’s best frametraps and meaties I’d really appreciate it.
Btw, I’m using a pad so I’m not sure if it’s possible to do tk cannon strike on it.
Did you watch my video above. It shows a couple of things you are referring too? However without training the timing for frame traps and meaties you won’t be able to consistently do them. I can tell you a good meaty is dash after hk SA then do cr mp CH, st hp xx hk SA, but it won’t mean much unless you practice the timing. There’s no way around this.