@Greenwood why does your Avi look familiar. Misc?
EX divekickâs usefulness was how it was an easy plus frames. Iâd just use regular divekicks instead if I still have to aim precisely with EX. EX hooligan divekick might be unchanged from season 1. Maybe much better than regular EX divekick. Anyway, I have completely eliminated EX divekicks from my game. I think normal divekicks are BETTER than EX divekicks lol. Well at least they donât take 1/3 of your meter just to get you worse frames on block than regular divekick!
Yeah thatâs really the main with it problem now. Other than slightly faster speed there really isnât much reason to spend meter on it now vs a regular dive kick. Good luck using ex hooligan though. Unless you do it from super far out you will get easily jabbed out of the air. I can only get it to work if I really mix up the timing of the dive kick to mess with their anti air timing.
https://www.youtube.com/watch?v=EkOmUwgYvCQ
Iâm still using ex divekicks for easy plus frames and for forcing my turn. You just gotta space it right. Learning instant air helps it being useful even closer. I Iâm still using it as AA bait too.
Regarding regular divekicks I just use them whenever I feel like theyâll be poking me, especially with lows.
Hooligan divekicks are basically always plus on block now if you even try spacing it right. Iâm trying to come up with setups but I canât get it to hit meaty or beat people looking out for it.
Ex tkcstrike is too good to not use, especially in neutral.
If your spacing and execution is on point, its easily her best midrange special. The ability to put pressure, just outside your opponents sweep range is strong, considering her toolset. It will even tag them at max fthrow range. To bad it does not hit overhead. Imo.
Dive kicks havenât hit overhead since 3S.
I was fighting a pretry solid Cammy earlier today âT-Kimuraâ and he was definitely making use of ex dives. Just the speed difference alone make them tougher to AA
you can use em still but you gotta be very precise.
They buffed the frames on b+MP so Cammy has this new CH s LK, b+MP, s LP string. Youâre still kind of close after the s LP. I like how it does grey life on block. I still prefer s LK, c LK, s LP, but a buff is a buff.
https://www.youtube.com/watch?v=e3XJ1KnwyBE https://www.youtube.com/watch?v=oWyeOLtwlF0
This combo depends on what button you counterhit with b.mp.
https://www.youtube.com/watch?v=SfTqzUe7UhM
Great another one button hit confirm we can drop do to the counter hit button push back difference. Itâs so easy to lose rounds over stupid stuff like this.
Cool, carups. So if they try a 3f jab interrupt after s LK on block she can get a pretty damaging b+MP, s HP, special move combo? Nice. s LK, c LP will still be useful because itâs a good grab setup though, leaving Cammy closer than s LK, b+MP. Is the s HP easily interruptable after the b+MP?
How about you go for 5 seconds into training mode and figure it out?
daaaayyymmmmnnnâŚso cold. He might be working in the bush, like me for 2 weeks straight with no access to the game. Why be like that?
Kinda free to Birdie and Gief right now. Anyone just ever have a bad stretch of games?

Cool, carups. So if they try a 3f jab interrupt after s LK on block she can get a pretty damaging b+MP, s HP, special move combo? Nice. s LK, c LP will still be useful because itâs a good grab setup though, leaving Cammy closer than s LK, b+MP. Is the s HP easily interruptable after the b+MP?
Itâs a 5 frame gap if they block the B+mp and you go to st hp, but you have a TON of time to hit confirm after the b+mp so you donât really need to do st hp after unless you see the counter hit. The long hit stun is one of the reasons I donât really like it over other light strings as it feels like this long pause that slows your momentum and makes it easier for them to read your actions. I still prefer st lk into other light strings as I can do cr lp (ch), st mp, cr mk xx SA and that does not whiff even on the stupid push back difference. Doing the st lk, b+mp (long pause) and then trying to continue pressure just feels wonky to me. I see itâs potential, but most people are either getting hit on their wake up by a meaty or blocking the first hit and looking to delay tech the follow up. Unless you already conditioned them by doing a shimmy after a st lk to beat their delay tech they arenât going to be hitting a button after st lk unless they really donât know the match up. To me the speed and variation between the st lk, cr lp, st lp, cr mp block string is harder for the opponent to read and react to over st lk, b+mp. Granted you can do stuff after B+mp but itâs larger gaps or lower priority and in general harder to hit confirm from.

Kinda free to Birdie and Gief right now. Anyone just ever have a bad stretch of games?
Birdie is somewhat easier this season to be honest. Heâs slower and does less damage overall. Stay outside his max range and try to bait his slow range pokes by throwing out st mk and cr mk or st hp buffered and even neutral jumping. Once you got a feel for when he likes to poke you can use that moment to jump or dive kick in. Some will try to v-skill, chain, or even bull revenger (dive grab) at this range which is great for you as you can spiral arrow the v-skill, block the chain and punish with spiral arrow, neutral jump the dive grab and get a full jump in punish. If he tries to do walk forward a bit and use his F+Hp armor move to catch your poke you can neutral jump punish that as well if you see it coming, but in general you want to be outside the range of his F+HP or right on his ass during wake up.
Once you get a knockdown you can harass him with light strings and tick grabs. This part takes some conditioning and depends on the Birdie player. Some will tech, some will mash st lk, some will delay st lk, some will do EX bull horn. In each situation you have to see their tendency and exploit it. Once you guess right twice they usually crack and are in the corner and go for the desperate ex bull horn or v-reversal so usually wake up meaty throw works around that time. This is why you see so many people get thrown over and over in the corner. They all want that hit so they can v-reversal so donât give it to them.
Now Gief on the other hand is a completely different story. This MFer is a problem this season especially with any significant lag. The same concepts for dealing with gief S1 still apply, but itâs easier for him to catch you now with how the hit boxes linger out there on whiff (him grabbing your st mk from across the screen isnât fun). As in S1 stay outside of his range and dance in and out trying to catch him with st hp buffered and st hk (CC) dash TC. If he jumps in use st hk to CC into SA/CA. If he whiffs lunging knee you should probably jump out, but if you are fast enough you should use a jab/st mp depending upon range to beat his follow up. If he dashes do cr mk buffered (dash ex grab is a big problem with lag so if itâs lagging and he dashes itâs probably better to just jump). Once he activates v-trigger wait it out. Once he stops the spin you can do a cr lpx2 xx spiral arrow to interrupt. Wait again for him to activate the second charge, jab, etc. Donât try to jump in on him for the most part. On knockdowns you can apply the usual meaty/light string/grab pressure, unless he has CA in which case you donât want to be near him at all unless you plan to get in his face in hopes of baiting it with a jump. His CA is basically an invincible DP that does half your life so donât risk it. Just stay out. It will take you approximately 15 hits or 5-6 combos to finish him off while he can get you with two three of any of these to KO. EX grab, CC combo, CA. His jabs are just filler.

daaaayyymmmmnnnâŚso cold. He might be working in the bush, like me for 2 weeks straight with no access to the game. Why be like that?
Somebody has to be the internet tough guy, I guess. Or maybe itâs a genuine shot at being funny and playing that guy that everyone wants to be the friend of and not against him because again itâs the internetâŚ
I did most of what you suggested against Birdie and ended up doing quite well. I played the MU too passive beforehand and often found myself in the corner. When I kept the pressure on him, Birdie didnât seem so bad. One thing Iâm not consistent with is stuffing his J.mp with B+MP. St. HK seems to be a more reliable AA here.
Gonna do my best to utilize the Gief advice. That MU is very 50/50 for me. There were even times when I held up and still got hit with the CA for some reason. I use St.MK a lot in this battle, but I need to chill with that.

Gonna do my best to utilize the Gief advice. That MU is very 50/50 for me. There were even times when I held up and still got hit with the CA for some reason. I use St.MK a lot in this battle, but I need to chill with that.
Yeah and thatâs a big problem with this match up. If an animation stutters or causes you to see something late youâll react late and get caught. The move has a 1 frame startup, ridiculous range, can grab you out of hit stun or in between any block string and does 400 damage. Itâs the best CA in the game if you ask me. If you have it and they are close doing anything just spin the stick and mash, if they do anything besides jump it will connect. So the key to victory is be patient and stay out. A lot of matches go to time out against gief.
Whatâs your opinion on the Dhalsim MU?