c.fp -> c.lk works, but it is character-specific. (doesn’t work on Dhalsim, Blanka, Gief, Guile, Sagat, Rog, Abel, Rufus, Fuerte, Rose, Dan, Gen, Seth)
c.fp -> far jab -> HK SA is character-specific as well (doesn’t work on Fei, Cammy, Akuma, Blanka, Ryu, Ken, Viper, Sakura, Rose, and Dan).
Another note: c.fp -> Spin Drive Smasher is another link that works, but the timing is pretty strict.
i think c.fp -> c.lk xx drill(rh) does less than s.fierce xx DP(rh)
i think…i remember playing around with that and remembering that the c.fp link was only worth it if you use c.fwd after. i’d have to double check on that.
on block i would say that Cannon Strike is safer, but on hit i would say j.hk cause you have frames to combo, plus you can get in ultra in if you have it stocked.
for the advantages for CStrike, cross up, pressure, TK CStrike for the low hits, mix up, etc.
I still haven’t seen a CStrike cross up. I tried for about 10 minutes in training mode and couldn’t get it to cross up. Being safer on block doesn’t really matter since I’m immediately following the j.hk with a c.lk, c.mk, or s.fp.
Yea, the reason I asked was because j.hk does more damage and is much easier to combo with. J.hp is the same way.
On that note, does anyone know if j.hk or j.hp is safer on block?
I’ve seen CS crossup, but it’s not safe unless on counterhit, I think. However, if you whiff crossup, it opens up a few more options.
While j.hk could be considered safe, CS is much better IMO at pressuring your opponent because 1) a TKed CS will land quickly enough to avoid most dragon punches, and 2) it gives sufficient frame advantage on block if you attack at its sweet spot(aim for the opponents feet/knees with your own). It helps that it changes your jump trajectory and helps you land faster.
actually, there are certain characters that cross-up DK works on. since DK advantage works on how high up you hit your opponent. also, if the opponent is crouching, cross-up DK works EASIER, and is SAFER…however there are also obviously certain characters that should be able to punish you no matter what after a high dive kick when they’re standing (gief, sagat)
EX dive kick is almost always safe and is very easy to cross up with. EX dive kick tick into throw is rather useful. I think you can go straight into a blockstring from the dive kick, too.
I actually have terrible luck with EX dive->throw…I always get the throw too early and whiff it, then get punished.
The GREAT part about crossing up with DKs is while you might not be able to follow it up, most people like to react to DKs with a throw, with the DK cross-up you usually land too far away for throw reversals, so you get free punish if that’s the case
gotta quick question…i see in the cammy vids etc the cannon ex spike links into eachother like 3 or 4 times then at the end they do a regular cannon spike and ultra.
my question is can u link the regulars cannon spike into an ex one…also do u have to do like 2 or more ex spikes for the ultra to connect?
No, sadly EX cannon strike does not combo into Normal cannon strike.
You can do one EX cannon strike into ultra, or you can do EX cannon strike X2-4 into ultra. You can also EX cannon strike into normal cannon strike into ultra.
Meh, realised that Cammys Ultra is really slow on start up. Been playing a bit Chun, and where she can punish Balrogs headbut, and a shoto c.rh with ultra, Cammy can not T_T
Really need to find a way to land her Ultra more reliably, problem is that she needs like two bars of ex to confirm into ultra.
i know im asking alot of random questions but bare wit me i dont have the game and c
0an play only like twice a week with some friends…so i gotta know this stuff so i dont wast time experimenting and losing (getting off sticks = less time playing).
Question- is there anyway to combo into her ex cannon STRIKE or regular. maybe jab short ex cannon STRIKE
Pre-jump is like 5 frames or so. Cammy’s best possible frame advantage off a non-counter hit normal is +7, off cr.fp. Cannon strike, even EX, does not hit in 2 frames. Your only chance of comboing into it is off a deep jump-in.