More videos. I really need to stop sirloining that f.hk
https://www.youtube.com/watch?v=FN8gfuaBp5M
https://www.youtube.com/watch?v=HLF5fWsmyMQ
https://www.youtube.com/watch?v=gVDZTtGrmEk
https://www.youtube.com/watch?v=WA2uf0MNNGE
https://www.youtube.com/watch?v=ctsZ8zEQ6kE
https://www.youtube.com/watch?v=OrA7cI0-5VE
https://www.youtube.com/watch?v=611oXu-IGc
https://www.youtube.com/watch?v=GomMuZeSlTg
https://www.youtube.com/watch?v=BUDvL8YQNKI
https://www.youtube.com/watch?v=zJ-kNr8VGw
Vagina Tax is still a thing, and Cammy has her token. Iām estimating her health at 900, based on the following combo:
Ryuās j.HK, st.MP, cr.FP xx VTrigger, cr.MK xx Hadoken xx CA
This combo does 448 damage, and shows as just about 50% damage on her. More datapoints are obviously needed, so hit her with the beefy stuff in training and letās see how clos this estimate is.
@d3v did u play anyone that remotely knew wat they were doing lol
Or was it so laggy u couldnāt do anything. That seems 2 be happening a lot lately
I just want to test something with Cammy, and found a few nerfs oh WoWā¦
hk doesnāt hit crouch opponent, the hitbox is nerf?
lp, mp version hooligan jump arc are very high. Some setups no longer work.
I feel ex cannon strike has more high restriction. Canāt use when jumping back. Not sure was it like this on 2nd beta
cr.hp no longer a crush counter
Iām having troubles keeping pressure on their wake up. What frame traps are you using? At the moment I find myself just using meaties and in one second theyāre out of range. No real mixup, just block.
And how are you using divekicks?
There arent many frametraps in this game. Pretty much meaty r ur best bet stMp, fHK are gd options but yes after about a second ur advantage is gone. The thing bout meatys tho is u have 2 time them well. I have seen f HK get stuffed by wake up jabs if not timed correctly
Iām still yet 2 find divekicks useful. After a lk dive it seems Iām still at a disadvantage. It may be a case of online or maybe Iām doing it at the wrong height tho
F.hk is being a huge disappointment for me. I thought it was at least airborne but you can be thrown out of it as well. Iām actually finding it useless at the moment since Iām only using it for meaties and st/cr.mp leaves me closer and with better frame advantage on block.
i.imgur.com/we6M7ge.jpg
And what the hell is wrong with capcom and footsies?
Being -2 close to your opponent is really really bad. No wonder poongko was mashing DP after it, at least the opponent has to respect you instead of you dealing with their throw/frametrap guess.
I donāt think he did.
I played LiangHubb more then 5x and he was jumping around like a rabbit and didnāt even tried to use grounded normals.
Wakeup?jump
The opponent is fullscreen away?jump
Crossup failed?jump
You getting 10x in a row anti-airt? jump
So far only 2 Nashs from England played somewhat solid and didnāt try to jump around like crazy.
This Beta is a disappointment for me, Cammys Buffs arenāt in this build and everyone is jumping around like french frogs.
This is actually worse than SFIV, when it comes to the level of play.
Oh thatās interesting, has her Cr. RH always been a crush counter? I donāt remember using it very often during the last two betas, so Iām likely just be behind on that detailā¦
Every sweep is a CC now.
How the hell do you punish Vega?
f. RH if you space it leaves you outside throw range so -2 isnāt that bad. It also is super easy to meaty & OSās different tech options. I just really miss it blowing up lows. It doesnāt have as much of a purpose in footsies right now other then near the corner because you can go in with the first hit active and if they try to poke you out they get caught counter hit. Midscreen in doesnāt move forward enough to catch people walking back most of the time.
Best way to open up with cammy seems to just be with walk speed and baiting stuff. Her cr. MP and st. MP are really solid. You can frame trap with st. MP still (at least it seemed like it). You canāt stay in though, just get 1 frame trap or maybe 1 staggered string. I liked doing cr. jab x 2 (confirm) st. MP -> cr. MK (confirm)
You can cancel the st. MP into hooligan if you want to get creative or you can stagger step back cr. MP instead of st. MP. There are options. honestly dash->throw is something I feel you have to do some times. Once you get the stagger or the expectation it is good. Also cr. MP counter sets up cr. MK which Iāve found REALLY useful.
After a spiral arrow in the corner FP hooligan is pretty solid and the hooligan dive seemed to have better properties than the raw one but that could have just been my imagination. FP Hooligan dive baited divekicks in the corner, just have to be careful to not cross into the corner with it.
Vega rolls are only -4 so st. jab is probably your best option.
Yeah but spaced you canāt combo after because cr.mp doesnāt reach.
Forget this post I completely misread ciphers post my bad
Too many people pressing buttons against f.hk, once they figure out to punish it though, Iām dead.
Forget this post I completely misread ciphers post my bad
I will not forgive you!!!
What did you wrote? =)
Could we combo stmp into sweep before? Huh, I wonder if it will prove useful.
Iām really having trouble pressuring the opponent in this game with Cammy. Two blocked hits and youāre back on neutral and you donāt really have confirmable frame trap.
Played around a little bit with Ryu, Nash and Vega too - they all feel like they have more options than she does.
Could we combo stmp into sweep before? Huh, I wonder if it will prove useful.
Iām really having trouble pressuring the opponent in this game with Cammy. Two blocked hits and youāre back on neutral and you donāt really have confirmable frame trap.
Played around a little bit with Ryu, Nash and Vega too - they all feel like they have more options than she does.
Yeah, Iām having some trouble with Cammy too. I canāt figure out how to use her divekick for mixups, and in this game her walk-up pressure strings seem greatly diminished.
The last beta I played Karin and Vega, and it seemed they had good normals, but also relatively safe specials. This game seems to be more based on 50/50s and hard reads than always confirming into full combos. Thatās fine, but it means that a blocked Cammy combo ending in a special will lead to a full damage punish, while a blocked Karin/Vega/Rashid combo could lead to more pressure from Karin/Vega/Rashid.
Cammy has no Problems.
The problem is how everyone plays right now.
The best players I meet just jump back the whole time and throw fireballs with Ryu, nobody stops jumping. As for Lauras they never stop pressing Buttons.Everyone is either mashing jabs,DPās or jumps.
I actually want to play SFIV and I hate SFIV.