You can make it even +2 on block in that situation, its pretty good, just gotta time it right.
Your other options to deal with no recovery post arrow knockdown;
- dash, cr.MP (whiff) > f+HK, cr.MP
- Or dash, H hooligan late strike. Hits deep and beats wake up jabs but will obviously lose to invincible reversals or CAās. This works after a CH sweep too.
But I agree, no recovery is becoming a lot more popular
One more thing: I got it to work vs standing char, like ryu waking up with stLP. Just crMP and walk forward before the bMP. Counter hit crMP its +7 so you have 3f to walk, more if you hit it meaty.
Well, this sound like its going somewhere at least.
EDIT: Btw, its about time for us to start to backdash stHK some blocked DPs for max punish with CC stHK xx VTC VT Dive Kick stMP HP VT SA CA. It requires some research to know if you need to backdash, dash forward or just walk into either direction for each reversal, but it gotta be worth it when you need to kill them and have the resources.
I donāt know what it is but if I HK SA dash forward then back dash on Kenās wake up the DP still hits me. She sits there for too long before moving I think. I just havenāt found back dash to work well at all for her unless she is in neutral. I guess I can do it earlier, but they donāt usually do it unless they see that meaty setup coming.
I meant backdashing after blocking the DP so that stHK hits from further away making the CC stHK VT Dive Kick combo more practical.
Oh I have to try that. Is it tough to hit the dive kick in time? Can you hooligan dive kick or does it have to be an instant dive kick after V-trigger?
Instant dive. The combo is CC stHK xx V-Trigger Cancel into Dive Kick stMP stHP xx VT Spiral Arrow CA
Has anyone found a way to get Cammyās spiral arrow to cross up? They all have this property where the beginning goes up a little to corpse hop but I havenāt been able to time a cross-up yet.
I gave it a go. Sadly itās not as optimized as the preferred crush counters imo as you use both VTs, itās also prone to dive kick error. With the combo you suggest you will get 489 damage and use both VTs. If you instead HK CC the DP and follow up with either st mp hp VT cr mk xx SA xx CA or f+hk cr mp VT st Hp xx SA xx CA you will get 483 and 503 damage but both use one VT and are easier to land over an instant dive kick. After CA you can instant HP hooligan and dive kick for a meaty.
But that isnāt really optimized.
VT > st. HK > F+HK > cr. MP xx Spiral Arrow > Cannon Spike does 410/577
That combo you mentioned only does 388/577 IF you follow it up with EX DP. You are giving up 22 damage for a harder to execute combo that would cost meter.
Even if you went for st. HK > cr. HP xx VT > st. MP > st. HP xx Spiral Arrow > Cannon Spike, you do 405/617.
Yeah, after SunTzu81 posted I went back and gave a look into it. Somehow I had that combo in my mind as the best CC punish since the beta, but its actually the most damaging one only for far CCs, upclose there are better options.
Actually, the most dmg one can do is CC stHK fHK crMP xx DP xx CA. It does 510 dmg, I donāt think there is a CC combo that does more than that and it doesnāt even uses VTrigger.
Can somebody explain how the instant divekicks are done so I can make sure Iām doing it right. I canāt either get the timing or the inputs right, even watching the video tons of times.
Are you referring to the tiger knee shortcut where you do the quarter circle back and end with up forward. If that is the case donāt worry about trying to do it like that. The timing is way too strict even for EX. Itās far easier to just up forward and then do the quarter circle back + k when you reach about the height of the opponents head. You donāt necessarily have to do insta dive kicks. Itās more important to have the spacing and timing down. The way I learned was to set the dummy to counter hit in training mode and then dive kick and try to combo into cr mp. It will only work if you hit the opponent around waist level otherwise it wonāt combo as cr mp is 5 frames (note counter hit is not essential here but it does make it easier to get a feel for the timing and the visual cue as most of the time you will want to be hit confirming the dive kick to follow up into cr. mp otherwise you will want to be jabbing or grabbing on block instead). After I got the feel and timing down I changed the dummy to all block and set it to grab on block. I then tried to hit the dummy without getting grabbed. If you hit it too high or too close you will always get grabbed (Itās a good habit to tech grab if you do happen to hit to high though as this does happen in matches sometimes). This will help teach you the places you want to be aiming for as well as the timing. The rest is just practicing which button to use at which distance and when to tech grab if the opponent happens to move. I included a video below, but keep in mind you can vary the timing of the dive kick, like from a far jump in you can do it really late and still catch them with a delayed dive kick in the waist area or you can jump from afar and do an early lk dive kick making them whiff an anti air if they were anticipating it.
Wall of text.
Hey guys, Iām new to SFV and Iāve decided to main Cammy. While I have the execution down (combos and some setups) I guess Iām having a problem with the basic fundamentals of the game and setups after specific situations.
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After an AA āb+mpā the opponent lands close and at that point I usually get thrown, DPāed, or theyāre mashing cr.lp. Besides the DP option because I know they have invisible frames and I can just bait it outā¦when the opponent lands, am I at frame advantage? what should I be going for? meaty cr.mp or st.mp? Is my timing just off and thatās why they are beating me to a throw or their mashing of cr.lp?
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This question is pretty much the same as the first oneā¦After I hit them with a jumping lk Air2Air, and we both land close to eachother. What are my best options to follow up with? Once again I find myself getting thrown or cr.lp.
Damn, I envy your execution.
After a bmp AA I usually do a meaty crmp but stmp might b better. Yeah they can dp but thatās a risk u should take and if u get a second chance try 2 bait the dp.
After a j.lk air2air I always go under to the other side and create a mix up.
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Perfect! Iāll work on my timing a bit more and try that cross-over tech
Thanks!
Why didnāt you post in the beginners thread for this?
Not that I have a problem with you posting here, Iām just a bit surprised.
Btw. I have a Cammyguide in my signature linked,might help a bit too.