nothing wrong with the frame data, you’re not linking c.lk->cr.lp, you’re canceling it
all lights cancel into each other with cammy (and most other characters) so as long as you’re canceling cr.lk and linking FROM cr.lp (or anything other than cr.lk since I think that’s the only light normal that doesn’t have enough hit advantage to link into anything) you’re all good
try out cr.lk->s.LP->far LK->cr.MP xx medium SA (HK only gets 1 hit)
thx man… i was trying to figure that out… cause in bison’s case only his cr.lp is cancelable… other weak attacks aren’t…
ok so “cr.lk xx s.lk, cr.lk xx spiral arrow” is what i’ll be using instead since it feels more bison like…
“cr.lk->s.LP->far LK->cr.MP xx medium SA” sounds nice… i usually use the cr.mp for “s.mp, cr.mp xx hk SA”
EDIT: i couldn’t get the cr.mp to link… too far away… however i found a cool link… “s.mp, cr.hp, super” 500 dmg… there more damaging combos but this looks pretty cool…
I went into training mode and this are the combo’s i could do/use the most:
(tk canon strike)cr lk,cr lp > cr lk XX HSA (i practiced both combo’s and with the s.lk i had less success)
(tk canon strike),cr hp > cr mk XX HSA (still working on this one,first sf and links are hard for me)
ex tk canon strike,tk canon strike,hp XX hp canon strike(after a blockstring,normally the ex isnt blocked and first is)
hp CSpike FADCB ultra
hp CSpike FADC hp CSpike (FADCB ultra)
cr mk XX HSA(mostly on guess)
cr mp XXX HSA(mostly on guess)
Should i stick to those or should i replace some combo’s?
when i do db in the combo’s i have alot more success in doing the combo’s,guess it is because i can do the quarter better then.
For (tk canon strike),cr hp > cr mk XX HSA i double tap the mk,should i stick with double tapping or?
never “guess” that a combo will connect…either do it as punishment, or don’t do the SA as guessing wrong will result in a ton of damage
you CAN however buffer SA from a cr.mp/mk that is just out of their normal range, that way if it hits it will get the combo…if it whiffs it just does the normal attack without the huge punishability
So I was trying to mess around with this nonsense, and I found it doesn’t even matter in this shitty game. The shortcut autocorrect horseshit is so stupid I don’t think anyone can take advantage of this glitch.
the BIG problem is that the person that it is easiest to capitalize on since it almost always works (honda) has a down up charge as his anti-air/wake-up…so no matter what, if he were going to butt…he’s going to butt
So Honda auto-corrects and there’s not enough time to block the buttslam? I did this to a Vega last night with Chun and he grabbed me.
I was playing around with Spiral Arrow spacing to see how safe it could get. I managed to get at least -1 or better a few times. I was testing it against Chun’s 2 frame super reversal and Cammy could block from a certain distance.
Edit: Wiki says she can get +1 if she’s blocked on the 26th frame. Avoidable/focusable on reaction, I guess.
What I meant by this glitch being useless is that they’re expecting to use their wakeup game, and since this game is SHIT it auto targets YOU so it doesn’t force them to adjust to you suddenly appearing on the opposite side of them.
Example.
1p:Cammy 2p:Honda
Situation Cammy cornering Honda and throw knock down.
Honda thinks about wakeup splash/headbutt/super/ultra
Cammy gets behind him with glitch trying to take advantage of opposite block
Cammy gets hit by wakeup attempt because the fuck already input the command to do wakeup and SF4 auto targets you
Rage ensues
I’m constantly reminded at how much this game caters to noobs every single time I come up with mindgame shenanigans that don’t work because noobs have a crutch called auto correct.
Yeah, scythe is right… never guess. That’s what hit confirm Combos are for (why learning Low Short, Low Jab… Low Short into Cannon Drill is sooooooo important). You basically do the combo and, if the opponent blocks, you stop. And that part is important. Always DO the combo and react to blocks. Never do the Combo and react by finishing the Combo if it hits. There is a difference, and the first one is 100% the correct way to approach it. You can stop a Combo 100 times easier than finishing a combo on reaction.
A lot of people complain about this, but it’s not really much more prevalent in SFIV than it other games, to be honest. I really don’t see it happening a lot more. I saw it happen a lot in older games as well. I think it’s just become one of those things to “complain” about in SFIV. But I honestly do not think it’s a legit complaint. Hondas would Butt Slam regardless of side in any game. And if you hit the button after your character turned around, the move turned around automatically in EVERY other game as well. So I’m still not sure why people are mad about it in this game more than others.
I come from a strong 3S background and in that game, shenanigans like this are considered part of mixup. All KoF games with rolls, CvS2 especially with rolls all forced people to decide what direction to block the moment the opponent crosses the character’s axis.
In SF4 crossups that lead to block strings hoping to force the other player to block correct don’t even work as if you block one way the game autoblocks for you until the attacks stop. I always find myself dumbfound when I get tricked by an ambiguous crossup yet continue to block – when I should’ve been hit by – the attack pattern that follows.
My gripe isn’t with just Honda, it’s with the system that allows for Shotos to SRK one way, and hit me on both sides with an air reset -> ground cross up shenanigan.
I know Cammy players are enjoying this crutch as well 'cause every time I watch a video I see a Cammy’s CSpike auto correct the moment someone tries to cross them up. I have to literally force myself to remember this crutch every time a Gief tries to splash or knee drop cross 'cause that’s the only way to execute the DP.
That jump-in option select is pretty neat. After I got it down with Ryu, I tested it out with Cammy’s j.HK and various followup option selects… Obviously this is a lot more useful for the Shotos ‘cause they’ve got 3 frame DPs, but C.Spike will trade/beat out many characters’ wakeup options.
I just did it after backthrow knockdown with j.HK, 623HK (no need to negative edge or anything). You just have to do the j.HK pretty late and time the followup input properly.
Against Bison - j.HK, HK C.Spike
Bison blocks/gets hit - no C.Spike
Bison does reversal Scissors - j.HK will hit, no C.Spike
Bison does reversal EX Scissors - C.Spike trades
Bison backdashes on wakeup - C.Spike whiffs
Against Ryu - j.HK, HK C.Spike
Ryu blocks/gets hit - no C.Spike
Ryu does reversal SRK (any) - C.Spike gets stuffed
Ryu backdashes on wakeup - C.Spike hits
Against Honda - j.HK, HK C.Spike
Honda blocks/gets hit - no C.Spike
Honda does reversal headbutt, butt splash, or EX headbutt - C.Spike hits
Honda does reversal EX headbutt - C.Spike whiffs
Honda backdashes on wakeup - C.Spike hits
Its application at hitting backdashers depends on how far/fast the character’s backdash is. Maybe followup option select Ultra/Super/SA should be considered depending on your opponent’s habits. Interesting stuff. If I wasn’t so unmotivated, I’d take this info + the safe jump-in list to figure out where to use this tech.