How does one deal with cross-ups? I read here somewhere that DPs are the solution but I can’t remember how it was done.
Enter the dp motion on the side they are on and then hit the lk button right as they cross over. It will auto correct. Practice in in training to get the timing.
B.mp should get you covered against most crossups though
Against Ken, Ryu, Nash they can sometimes go over or make the b+mp whiff and still get the hit, albeit by hitting the air next to Cammy’s head rather than the actual model. In those situations you have to walk forward to avoid, SA to avoid, or autocorrect DP otherwise you DP will whiff as well.
- What is the point of the shimmy?
I haven’t used it yet, but I’ve seen it and I know what it does. I just don’t understand the point of it. If your opponent is going to press a button or try to throw, wouldn’t just standing there and meatying him be just as effective?
Since I’m asking stupid questions…
- What training methods are effective to help with confirming? I’m specifically asking about st.LK, cr.LK, st.LP xx SA. I only do throw or st.MP, st.HP on opponents wake up because I can’t confirm the cr. LK, st. LP xx SA.
I set the training dummy to random block. I ignore whatever happens with the st.LK because I know it doesn’t combo. I try to focus my eyes on my opponents shins when I press cr.LK. I look for a blue spark or an orange spark. Orange means it hits and I can continue with st.LP xx SA. If I see blue, I know I can only press st.LP.
Am I training correctly? How long does it take to confirm this? I’ll admit, I haven’t been practicing this on random block for too long, but it seems very, very, very, very, very difficult to pull off.
1)The point of the shimmy is mostly for tricking ur opponent into thinking you are gonna tick throw then punish the whiffed throw tech attempt. Sure if ur opponent is gonna just try to throw or press a button on wake up a meaty is the right answer but the situation where u would use the shimmy assumes that ur opponent knows how to block This is especially important 4 Cammy because eventually u r gonna play an opponent who knows how 2 tech and then its gonna put u in a situation where u cant open them up.
- Confirming comes with time and muscle memory for example I am very gd at confirming crmp, crmp, SA when I see the first crmp hit my hand just automatically presses the second one. Eventually if u just keep doing it ur mind just react when it sees a button hit.
1 little tip i will suggest is that u always do the whole string of stLK, crLK, stLP its a true blockstring I believe (not %100 sure tho) and if at anytime u get a hit finished the whole combo.
I can confirm easier things, but the cr.LK, st.LP is just too lightning fast. I still have never “truly” confirmed it. In training, I will often see the blue spark and continue with the st.LP xx SA anyway (or not doing the SA after I see an orange spark).
Yes, I always do the whole string. I just wanted to see if there were other methods to training this. I will keep trying, thanks.
Practice. Eventually you will get it. Something takes weeks, months or years to learn.
Also check your tv, make sure its in game mode. That messed me up for the first week. And try hitconfirming against different characters like Zangief or Birdie. They seem easier to hit confirm against for me anyways.
@Greenwood You can’t hitconfirm single light attacks, it’s impossible. You decide to commit to a second action beforehand. What that action is, is based on how the opponent responded before. Does he press buttons, does he tech throws, does he block. These things give you information about the opponent and helps you adjust your offense accordingly.
You can check multiple times during st.lk, cr.lp but in the beginning i suggest this:
- st.lk, throw
- st.lk, cr.lk, st.lp
It doesn’t matter if st.lk hits or not, just do cr.lk, st.lp regardless, if cr.lk HITS then you KNOW st.lp will also combo and at that point you just cancel into a special.
That is the deal with light attacks in SF, you COMMIT to 2nd action always(throw, frametrap, shimmie, etc)
Another hitconfirm you can practice especiallyw ith the patch dropping tomorrow is st.mp. In SFV you cna hitconfirm single medium attacks and based on that LINK another attack.
- st.mp…[did st.mp HIT? NO!, go for a throw]…walk forward throw
- st.mp…[did st.mp HIT? YES!, go for st.hp]…st.hp xx special
You need to practice different scenarios, blockstrings and general pressure sequences which you will actually do in a match.
The st.mp hitconfirm is something that is required of you if you want to atleast be decent with Cammy, as in only pressing st.hp if the st.mp hits, otherwise you don’t press st.hp.
- A meaty only works if they don’t block, so what do you do if they only block? grab! When you start playing SF grabs are hard to tech, but over time you start to learn the rhythm of delay teching along with the opponents block string. This works great at first but then opens you up to whiffing grabs as the opponent can instantly stop and do a small walk back to make you whiff the grab. I believe this is where your understanding of the shimmy game is currently, so I’ll try to explain the subtle nuances that most people don’t pick up on. As you progress to higher levels more people will start to learn that simply teching to the beat gets you blown up so what they start looking for is how close they are to you, what move you used before you teched (are you still in range to grab after), and most importantly are you WALKING FORWARD into range to grab. You mentioned later that you look for the difference in hit sparks. Well that’s basically what better players are doing when they are deciding to tech a grab or not. They look to see what you are doing and then make a read based upon what is possible at that moment. However most players know after cammy does a jab she is out of range to tech so they don’t need to worry about it until she walks forward again. The slight walk forward before is where is the shimmy shines and becomes an effective tool. Without the walk forward, a good opponent, will never tech. What will end up happening is every time you get a knockdown they will just block every single attack until you’re turn is up, unless you attempt to grab to force them to hit a button (either a tech or a light). In order to land a hit on players like this you have to disrupt their timing of you and that’s where the shimmy comes in. I’ll do my best to give you a setup example through text:
Basically anytime you get a knockdown and do a move on their wake up you and your opponent are gaining information on each other to use later in the match. This information is what will help you determine how effective a shimmy will be against this person, as sometimes a shimmy isn’t effective at all especially to lower rank people who mash buttons. So a safe way to test is to do try st lk, cr lk, slight walk up grab on their wake up. If they get hit by the cr lk (non CH) this means they are walking back to try and not get grabbed, if they get (CH) this means they are hitting a light attack to try and beat the grab, and if they blocked both moves and teched this usually means they are looking for your forward movement after the second block in your string to tech or hit a button (meaning they only try to tech the first hit on wake up and the second, or until they see you walk forward again). The people getting hit by the first two examples are not ones you want to do shimmy on. They will beat the shimmy by walking back or hitting a low. The people you want to try and shimmy are the ones blocking the first two hits and then still teching. If you can get a read that they are reacting to your forward movement this will make it possible to set them up. So on your next up close attempt you could do st lk, cr lk slight walk forward walk back and do cr mk xx SA using their whiff animation to confirm. Do keep in mind the walk back amount and buttons you use to punish after the shimmy will depend on the match up and what the opponent does. Not everyone will tech, some will still hit a low or a light/medium and you will need to adjust your spacing or strings to bait and whiff punish that move.
All I can say is test it out. Try the st lk, cr lk grab and see what they do. If they get hit repeat, if they get grabbed repeat. If they tech the grab, try the shimmy and see if you can punish with a button after they whiff the grab. If they instead use a normal like cr lp/low attack/whatever when you shimmy see if you can walk back just enough to make it whiff or counter hit it before it comes out (that’s why stutter stepping sometimes works like st lp, cr mp, stutter forward cr mp as it disrupts their timings). People have a tendency to use the same button in the same situations so you need to try and use that against them. If they don’t then try to condition them by repeating the same thing until they do what you want then flip the switch and blow it up (sometimes I have to grab them to death for 2 plus rounds before they finally tech, so I can switch to the shimmy). Watching what your opponent does after your string is a big part of how you beat them. It basically tells you what to do and what not to do. Cammy’s shimmy is just another tool to deal with those responses so definitely give it a try and if it’s not working, especially at lower ranks it just means you haven’t conditioned them well enough yet.
- What lock said is mainly it. We aren’t looking for the cr lk hit and then going OH SHIT let me hit my SA real quick. We are picking the string and then doing it. If we see a hit usually by the time the second light hits we know we can use a special. Actually over focusing to see if the first move hit is what is making you mis-confirm it (read that again because this is what got me stuck on light hit confirms also). The time between lights cr lk and cr lp is too fast to hit confirm so while you are focusing on the cr lk you actually forget or mistime the st lp xx SA. Instead if you commit to the string and automatically do cr lk, cr lp you’ll be able to then respond with xx SA. I use st lk, cr lp a lot. So what I do is enter st lk, cr lp (at the moment the cr lp comes out I am able to mentally hit confirm if the st lk hit or not) since the cr lp automatically hits if the st lk hits that means I know I can do st lp xx special. I’m using the time between the moves (st lk, cr lp) I’m automatically pressing that are tight frame traps to confirm if it hit. I’m not focusing only on if the st lk hit. Now if the st lk does not hit and I do cr lp I have two options. I can say ok it didn’t hit and walk forward to grab or I can continue with a different string that I can then also still hit confirm if the cr lp (CH) instead of the st lk. So lets say I do st lk, cr lp and the cr lp counter hits. I can continue with st mp, cr mk xx SA. So if the cr lp hits and I do st mp it will automatically hit and then I can mentally hit confirm to do the cr mk xx special.
So the way you are practicing in training is correct with the random dummy and all that, but you are mentally focusing on the wrong hits. Try committing to the string rather than the normal itself.
The only other time single hit confirms are possible that I know of is if the person has a visual cue before hand that tells you it will hit. Like someone dashes forward so you can do cr mk xx sa because you know they aren’t blocking, whereas if you just do cr mk xx sa it would be near impossible to hit confirm.
Except that I can’t. I can’t separate the SA from st.LP. I can’t recognize if the cr.LK hits or if it’s blocked within the amount of time that I have to press st.LP xx SA. It’s way too fast for me at the moment. Thank you and I’ll keep trying.
I never knew there was such a thing. I’ll check it out.
Most players know this?! I barely know this and I’ve been playing Cammy since Feb 15th. I’d like to think that that’s platinum level tech. If most players know this, then I’m fucked.
Great stuff. I’ve read this 3 times and it’s still a lot to take in. I have questions about what I highlighted in bold though…
It seems like you’re saying 2 different things when you say - “If we see a hit…” and “Try committing to the string rather than the normal”. It seems like you are focusing on seeing a single normal and then automatically stopping/finishing the combo depending on if that single normal hit or was blocked.
It’s hard to explain through text. I’ll try to explain further. What you are doing is st lk and then seeing if it hit right? You’re actively searching for the st lk to either hit or block. You’re focus is 100% there and then once you see a hit or block you try as fast as humanly possible to do the cr lp xx SA.
What I’m doing is st lk, cr lp and then recognizing if it hit or blocked. None of my actions have been hindered or based upon if it hit or not until the cr lp already came out. In my mind I’m doing st lk, cr lp no matter what happens and then recognizing if it hit or not but still continuing my string I already committed too as I know it will work either way.
Where your mental focus is at that moment you recognize the hit is what is making it hard for you to do it. You’re focusing on if it hit or not. I’m focusing on what the next part of my string is and then recognizing if it hit or not.
Try this exercise. Do cr lk, cr lp buffer your stick to quarter circle forward as if you are going to do a spiral arrow but do not hit kick (I like to hold down back as I do cr lk, cr lp and then move to forward as it feels more natural to me) . Do this over and over until it becomes a habit. This is the string, this is your command you are going to input no matter what. You aren’t going to focus on if the cr lk hit. Just do the motions. Now set the dummy to block random do cr lk, cr lp buffered into quarter circle forward and see if you can recognize the hit and end with a kick to get the spiral arrow. I guarantee you after 15 minutes you will be able to hit confirm this one 100% from random guard. You just need to train your mind to do the right actions and recognize the right visual cues at the right moments, and not the impossible ones you are focusing on now.
“Most players know this?! I barely know this and I’ve been playing Cammy since Feb 15th. I’d like to think that that’s platinum level tech. If most players know this, then I’m fucked.”
I may have been exaggerating but learning ranges for characters should be step one of learning a fighting game. Sadly Capcom does a shit job of teaching any fundamentals in their games. I’ve been an advocate of doing a “play modes for beginners” where only sweep and grab are available for example. It be far more beneficial and fun for a lot of people starting out in fighting games. The issue is beginners hop in thinking they need to learn the most damaging combos and then they go ham missing 90% of what the game is about. I played SF for 7 years before I realized there was even a point to fight in the neutral. When I played SFII back in the SNES days (92 I think) all I did was sonic boom, flash kick over and over and I won so why learn anything else right? It’s not until we start to lose or get pushed to learn something different that we excel. Part of it is acknowledging where your faults are so you can progress. The problem is most people don’t recognize their faults until someone forces them too as it’s so easy to make excuses. So you aren’t fucked. You just realized there’s something else you need to learn, so study up.
Honestly, knowing you’re out of throw range after a jab is as easy as jabbing and trying to throw without walking forward. It works for st.lk.
I’m doing st.lk, cr.lk, st.lp. I’ve read in this Cammy forum that “that’s the string” (forgot who said it). I am ignoring what the st.lk does because I know it doesn’t combo into cr.lk. I am focusing on whether the cr.lk connected. I would automatically do st.lp, but my problems were stopping short on the SA if the string was blocked.
But that exercise sounds very beneficial, so I’ll give it a shot.
Me too. It worked for me for 15 years. Then SFII came out on xbox live and I realized that spamming specials doesn’t work in the real world. I got wrecked, I got pissed, and pretty much quit FGs until USF4 came out.
I agree. But you have to understand that my brain is nowhere near that line of thinking yet. The thought of how much pushback a normal gives is something so foreign to me, that I hardly realize that it exists.
why fighting games are so hard. Does not help that Capcom won’t invest in teaching yutes how to play.
@Greenwood You are correct, I am sorry. Sometimes it’s easy to forget I’ve been there too not long ago. This is what I did (it was back in 4 but the concept remains).
What you wanna do is train hitconfirms. Go to training mode, select both you and the dummy as Cammy. First of all, start training the basic ass hitconfirm:
Training the counter-hit confirm in a meaty-like situation with mediums:
- Record two wake up options for the dummy. One is wake up jab (A). The other is wake up block (B). Turn both of them on. This will randomize things up.
- Set dummy to block all.
- Set dummy to cr.jab after block.
- Start knocking him down with anything that ends with hk spiral arrow
- Walk up to him and always do st.mp, cr.mp on his wake up.
6.A. If Dummy went for jab, you’re in the middle of a combo - which means you’re good to go. Finish it with hk spiral arrow. Since mediums are so slow, confirming this should be pretty easy. Go back to 5.
6.B. Dummy blocked your first st.mp but cr.mp scored a counterhit on his jab. Do cr.mk and finish it with hk spiral arrow. Go back to 5.
Notes: Grind the hell out of this first until you’ve got it down. It’s the easiest blockstring/frametrap routine Cammy has. If you ever get jabbed, you’re doing it wrong.
Harder variation: Set dummy’s wake up timings to random (normal rise, quick rise, back rise). This should help you in every real fight situation.
Training the light blockstring hitconfirm:
- Record two wake up options for the dummy. One is wake up jab. The other is wake up block (A). Turn both of them on (B). This will randomize things up.
- Set dummy to block all
- Somehow knock him down with anything that ends with hk spiral arrow
- Walk up to him and always do st.lk cr.lp on his wake up.
5.A. If Dummy went for counterhit, st.lk combos into cr.lp - which means you’re good to go. Do a st.lp xx arrow. Go back to 4.
5.B. If Dummy went for block, he’s still blocking your hits. Walk forward (a little bit, the faster the better) and throw him. Go back to 3.
Notes: Don’t mind trying to confirm the scenarios where your combo starts hitting after the st.lk just yet. This focuses on getting your meaty right (which causes a counterhit, which means st.lk cr.lp will always combo)
Easier variation: Switch up st.lp for a second cr.lp. This is just as good, but can whiff in some real-game scenarios so beware.
Easier variation: Set your mind on always do st.lk, cr.lp, st.lp instead of stopping after the first two.
Harder variation: Set dummy’s wake up timings to random (normal rise, quick rise, back rise). This should help you in every real fight situation.
The most useful variation: Change the dummy action to a 4f. Set your mind on always doing st.lk, cr.lk(*), st.lp. This catches walk back and is SUPER useful.
This should get you started It might seem impossible at first but just keep grinding. You WILL be able to react. Just keep in mind that some buttons (necalli’s and cammy’s st.lp for example) add extra pushback when you counterhit them and it might screw up some of these setups.
Whenever you feel like switching things up, go for st.lk and throw as soon as possible. No need to walk forward.
In the season 2 change notes, this got me curious -
How do you do a hooligan combination to EX Cannon Strike?
I searched for that exact phrase on Google and it turned up only 3 results, all quotes from the change notes itself. I’ve gone through some basic combo videos and such including hooligan combo setups, but couldn’t find how to go from regular hooligan combo to EX Cannon strike.
obviusly the only way is to do an ex hooligan.