Is there any reason to use f.HK on someoneās wakeup other than catching them off guard? It doesnāt seem to be positive even if you hit it as a meaty.
You can combo instant ex dive into another instant ex dive and then do a dp at the right range. I have actually gotten some decent use from it as a frame trap, if they block the first ex dive they will almost always get hit by the second and you can confirm into something. A lot of meter but itās an ok gimmick. You have to hit the ex dive right on the toe to get the next ex dive to hit them.
Itās -2, does not go over lows nor is airborne (no air resets, can be thrown out of itās huge startup). And, unlike some used to believe, it sucks as a meaty unless you only get the second hit to connect on itās later frames, and then youāre like -1 or 0 I believe.
Itās only use is for max damage combos. It deals 2 more damage (and much less stun) then other combos. I know right. Such potential and such a bad move.
Iām also up for tips on how to trick the survival AI on hard. I want that black color!
Yeah. F+HK is really only good as a read when itās not a punish. If you know for sure that they arenāt blocking, you use it
Otherwise st. MP is better, just confirm it into st. HP.
Even if theyāre not guarding itās better to just st.mp, st.hp then to f.hk, cr.mp. Itās 2 more damage for about 40 less stunā¦
I use it after stuns and when Iām not confident Iāll pull the regular punish combo after a CC. Itās sub-optimal but much easier.
From time to time I use F+HK at the end of block strings that end with you outside the range of st.mp.
Itās pretty risky against some characters, but if timed properly is a useful tool to space yourself in certain situations.
You can actually space the Knee Bullet after blockstrings so that you will only hit with the second hit, what puts you close to the opponents and a pretty good spot with beeing 0 or -1 at worst.
I still practice this, but I become better in using it correctly.
I get stuck in the 30ās on hard as well. Here are some tips though.
Levels 1 - 20 are really easy. Use the bonus point multipliers to get lots of points for later levels.
Finish those levels faster by not knocking down the CPU and get more points. Really you could spam cr.HP and win all of those.
Cheat. You can queue for ranked or casual matches while you are in survival mode. So if you lost too much life, you can pause, turn on your queue and turtle hard for a match to pop up. After the match, you will be on the same level with the same starting health and bonuses.
no they removed V-skill OS throw tech in this game after Xian revealed it. thatās why thereās lots of secret tech out there that nobody wants to share because they know Capcom will patch it up.
edit: you know, i think i may be giving false information. i just retested the vskill os throw tech and i got it to work. iām sorry about that.
Perfect Hooligan Cancels:
-Normally when you cancel hooligan into her throw whiff Cammy will pause in the air and change to a much slower air momentum. This can cause Cammy to stay in the air longer than normal then if she just let the hooligan animation play out. To cancel hooligan so that you land with the least recovery you must input the throw when she is just about to hit the ground. This will nullify most of Cammyās āoops I missed animationā as she will land and cancel out most of it.
General Knockdown Oki:
You can easily get a meaty after any of these knockdowns regardless of tech (just adjust your timing).
-Spiral Arrow
-Cannon Strike Knockdowns (Air to air or EX)
-Corner Throws
-cr.HK
-Razorās Edge
-Hooligan Grabs
-Super Arts
Any Knockdown > Axle Spin Knuckle (Vskill)
Sort of gimmicky cross up. It can bait some reversals by causing them to miss (since Cammy spins behind them) but will lose to any kind of mashing in most cases.
-On hit you get a combo, on block you get +2.
After throws (Including Hooligan) and Super Arts, your opponent cannot back tech or neutral and no tech.
Neutral:
TC > Hooligan
-Staple vortex, control cross up with MP and HP versions and same side with LP version.
-Divekick back to the same side for more mixups
-Razorās edge will auto-correct.
-Regardless of follow up you can always get a meaty that is + on block.
-Generally not DP-safe.
-To make it DP safe you must do HP Hooligan and then get a perfect hooligan whiff cancel and then block the DP. (5 Frame DP OK)
TC > Spiral Arrow LK/MK > Cross up j.LK
-Sets up cross up.
-Can cross up some reversals.
TC > EX Hooligan CS > Neutral j.HP
-Can safejump 6 frame reversals (Ex. Cammy HK DP)
EX Cannon Strike (TK or regular are fine) > Neutral Jump j.HP
-This can safejump some reversals but has a lot of trouble with 4 frame or faster.
-You can for sure neutral empty jump and land c.LP/c.LK to meaty.
DP
-You get no oki midscreen :ā/
-Corner, you get to walk up and perform any meaty of choice.
-You can cross up j.LK in the corner which can cross up some DPs.
Spiral Arrow
-Anywhere you get to walk up and get any meaty of choice.
-Midscreen after HK Spiral Arrow, tap back and then jump forward j.LK for cross up.
-Midscreen after EX Spiral Arrow, jump forward j.LK for cross up.
-You can cross up j.LK in the corner which can cross up some DPs.
-HP Hooligan to cross to the other side.
Throw Oki:
>Midscreen Backthrow
-MK Spiral Arrow can meaty vs neutral tech but is unsafe on block.
-Dash up c.MK is your best option without taking a major risk but its not a real meaty.
-Alternatively you can tap forward a bit and then LK Spiral Arrow to get a safe spiral arrow, but this also isnāt a real meaty.
>Midscreen Forwardthrow
-LK Spiral Arrow can meaty vs neutral tech but is unsafe on block.
>Corner Forward Throw vs Neutral Tech
-Slight Delay s.HP/walk a bit s.MP are good
Post SA > Spiral Arrow LK/MK > c.LP meaty
CC c.HK > Dash Up c.LP whiff > neutral jump + whatever button
-Safejump vs 4 Frame DPs
Back:
TC > Hooligan
-HP Hooligans become a little more ambiguous.
-Otherwise same oki.
TC > LK Spiral Arrow > Jump Forward j.LK
-3 Frame Safejump (and cross up vs Neutral tech)
No Tech:
TC > Hooligan
-Same as other techs but you have to delay everything slightly.
HK Spiral Arrow > Dash up MK Whiff > Neutral Jump j.HP
-Safejumps 5 frame DPs and can make some faster DPs whiff (ex.Cammy LK DP)
HK DP > Dash Up > Tap Down > Cross Up j.LK
-4 Frame Safejump and Cross Up Meaty.
Throw Oki:
Midscreen Forward Throwā¦
> Dash Up LP > Cross Up j.LK
-Not a real meaty or safejump.
> LK Spiral Arrow whiff > Meaty
Midscreen Back Throw > MK Spiral Arrow > Meaty
Corner Forward Throw > Walk forward s.MP Whiff > Hooligan Mixup
5ā¦ Regular c.HK > Tap Forward s.MP whiff > Neutral j.HP
-Safejump vs 5 Frame DP
Mixups/Resets/ETC:
-s.LK has VERY little knock back. From point blank you can do s.LK and you will still be in range for a throw. s.LK > Throw without any walking is really good tick throw.
-s.LK and s.LP both hit crouching opponents which is a first for Cammy (I think)
-Good way to bait throw techs is just to use Hooligan Grab. ex. s.LP > Hooligan > Grab to beat their tech attempt like a god. But otherwise just frame trapping is easier.
-j.LK can be used to fuzzy and even instant overhead Birdie.
-To setup a cross up, you can make your opponent block two normals which will push you back into cross up range.
-Some characters are so wide you can basically cross up anytime (Zangief, Birdie)
-Cancelling c.MK > EX Hooligan Cannon Strike can be a good way to reset pressure.
-Some block string > EX TK Cannon Strike can also reset pressure and bait throws.
Good stuff Rikir
Iāll have to dive into that (no pun really intended but it works) and check it all out.
My Cammy is great at wrecking people weaker then me, but people around my skill level and higher sheās not doing real well.
Iāve been following and watching Cobelcogās replays and in typical online fighter fashion, heās getting away with things my opponents wonāt allow. lol
actually wrote about that a few posts up. If youāre looking for a gimmicky frame trap, the ex dive to ex dive is handy even if expensive. If the first tk ex cs hits well great, then you get the double ex cs combo. Mid screen you normally land behind them after second ex cs so you dp them the other side instead. Most people Mash throw or something after blocking a cs so it works great as a frame trap.