Sorry if this was asked and answered, but does which kick button I press for a TKCS make any difference? I always use the LK one, because if I screw up the execution, I get an instant overhead with j.LK and hit them, which is better than nothing. So, is there a difference?
I believe it’s best to use HK as the angle is better.
i always use light as well. Because like you im not 100% on my execution. Sometimes i end up whiffing in the middle of my combo tho…
I use HK for any jump-in and non-point blank spike, and low for any point blank strike. I also use low whenever I do 2-3 in a row. I like to use low to aim at the middle of a character on their wakeup to stuff something.
It’s good to learn the difference if you want to dodge something in mid-air too.
Yeah, every button makes her Dive at different angles. And to be honest, learning to use your different Dive Kicks is actually PARAMOUNT to having a high quality Cammy. Without learning the differences, your Cammy game will probably only max out at 60% of her true potential.
Learning which to use and mixing between them on Meaty Dive Kicks is super important (for baiting out DPs and mixing up which side you’ll land on). Also, learning which to use when you Jump from screen away and such is very useful. You can cancel your Jump at shorter angles, preventing opponents from punishing you easily with Short Dive Kicks. And once you get them familiar with that, you change to Roundhouse ones and catch them a lot by surprise, hitting random Low Forwards and such. Also, doing the Dive Kick at various heights when you are not in their face is really useful.
Basically, Cammy has no footsies. She’s all Dive Kicks all the time. So you really have to master Dive Kicks to get good at Cammy.
- James
is cammy at frame disadvantage/advantage on a high blocked dive kick? or perhaps neutral frames? i am defining a high blocked dive kick = a dive kick at the height that if they were not blocking, you wouldn’t be able to combo. what are cammy’s options off of a high blocked dive kick?
I just crouch tech and most of the time get a free blockstring. Usually people are too scared to do anything.
Obviously is all depends on the height of the opponent. But for average sized characters, like Ryu, a Short Dive Kick that lands right on top of their head, you are probably, I’m going to guess, at -1 or -2. The reason I say this is because most of the time, the opponent cannot Throw you (3 frame start up) before you can DP them or Jump for another Dive Kick. However, I did this to UltraDavid’s Hakan, and he 720’ed me after Block, and I couldn’t Jump away. Since Hakan’s Ultra is 0 frames, I assume Cammy is at SOME sort of negative Frame Advantage, but not enough that characters can regular Throw you. Thus, my guess of about -1 and -2.
- james
thanks james, your in depth post is helpful!
cammy’s pokes:
how do you guys integrate her pokes into your game? i’m guessing everyone uses it for some footsies, and to bait.
i did notice that her c.mk actually is a very meaty attack (4f) and has a reasonable startup (6f) and also recovers almost twice as fast as her standing roundhouse (so you can use it to bait jump ins i think and still poke if you mix it up with s.hk), and has an ok hitbox (her offensive hitbox extends a reasonable amount beyond her vulnerable hitbox). the fact that it’s meaty combines with the fact that the c.mk hitbox is ok means it’s not bad as a counterhitting tool while poking.
do you guys use this poke alot?
also notice the hitbox on her c.lk hitbox. the red hittable hitbox extends even further past her vulnerable hitbox (green brackes). while its range is sort of limited, this special property could be used to setup counterhits… anyone using this?
The sad truth is, the longer and longer you play Cammy, the more you realize that her Normal Moves are pretty bad. I always argue to people that she has maybe one of the worst sets of normal moves in the game. She has no poke like Chun’s Stand Strong which is fast and hits mid. She has no poke like a Shoto Low Forward which is fast and hard to counter. Pretty much every button you press with Cammy leaves her open on whiff to a quick counter attack.
Footsie games and poking, with Cammy, must be used intelligently and sparingly. Really, her main footsie weapon is the Dive Kick! If you try to out footsie your opponent, oftentimes you will die. Low Forward has bad range, Stand Strong is the slowest move on the planet, Standing Forward gets beat by a lot of low attacks, and Crouch Strong has no “priority” and sucks at stuffing other moves. Her best poke iwth Stand Roundhouse due to its range and speed, but if the enemy jumps or if you whiff or if they Focus and Dash forward, you can die pretty horrifically. It’s not a good move to rely on.
So know the strength of each poke and use them in all the right moments, but you aren’t gonna find a move that you can spam quite like an Abel Stand Short, a Bison Stand Forward/Low Forward/Stand Roundhouse, a Ken Towards Forward or Crouch Forward, or a Chun Li Stand Strong/Stand Roundhouse/Crouch Roundhouse, or a Rose Crouch Strong or a Ryu Towards Fierce/Stand Forward or a Sagat Stand Short, etc. Basically, don’t make footsies a major focus of your game. I do it a lot, and people yell at me all the time. Hahaha! “Why are you playing footsies?!? Dive Kick more!” is what they usually say. And these are top top players telling me this, so I’ll believe them.
- James
Hm… I have to disagree with you on her normals James.
IMHO, her best poke is far standing LP. You can put your opponent into block stun by walk forward far.st.lp x 2 (after 2 times, the 3 one can be interrupted for some reason, probably pushed back too far).
After a meaty dive kick, you can do cr.lk, cr.lp (+1 on block) wait a split second and do cr.mk. This often will catch pre-jump frames if they are either jumping/walking away or jumping in for cross up (of course if they are spamming SRK, you will get hit but from then on you can bait for them by stopping your block string @ cr.lp and punish the spammed SRK whiffs).
Her standing far MK will catch many fireball startup frames so if you see them FB, you can poke them before it comes out. It also catches jump away attempts after your dive kick shenanigans.
And as you already mentioned, her far standing HK is awesome. It will stuff many jump ins and it is an amazing ending for block strings because it will catch walk aways or jump aways. Typical block string from me is, meaty dive kick, cr.lp, far.st.lp, far.st.lp then far.st.hk.
Of course, all POKES (maybe except the lp/lk pokes) can be focused or reversal SRKed, so to use them properly you need to mix them up. don’t become predictable with your block strings, change your approach by tick throwing them or go for another quick dive kick.
i totally agree… far mk catches early jump attempts… far lk too
especially against Rufus… far lk and far mk (depending on the distance) to hit his dive attempts…
funny story:
a recent scrub/ryu Ultrad my far hk on reaction (more like mashing)… i was attempting to whiff my far hk actually… lol…
Standing Light Punch is a great poke when you’re already up close. Whenever I think of footsies, I’m generally thinking of that range where both characters have no advantage, and you’re both just feeling each other out. Once Cammy gets in, her Normal Move set is incredible: Standing Close Strong, Standing Jab (may have the best Standing far Jab in the game), Crouch Fierce, etc. But in that footsie game, I think her Normal Move set is woefully lacking. You can get away with a LOT playing against 95% of the players, but at high levels, the quality of her Normals Moves really comes into play. Whenever I play against the top players, I get owned if I try too many random pokes. Some characters can get away with random pokes, I just don’t think Cammy is one of them.
- James
I believe I missed your point from your earlier post now I re-read your original post. I was focusing on the normals themselves and not on the footsie “poking” aspect. I agree with you about random poking using her normals outside sweep distance. Cammy’s normals are not good for random poking and as you have already mentioned.
And as Cammy you really don’t need too either, because at footsie range, Cammy’s dive kick can often overcome/overwhelm majority of your opponent’s footsie pokes (ie, I love quick dive on Ryu’s cr.mk, Ken’s towards->mk, it’s a free combo when you catch them).
And once you get within the sweep distance, some of Cammy’s normals really shine. Her far.st.lp, cl.st.mp, cr.hp can put your opponent into a defensive posture where you can tick->throw, TKCS, cross up quick dive/lk etc.
When you say quick dive on ryu’s cr.mk, are you tk’ing the the dive kick or are you jumping and dive kicking really fast?
this is how i do it:
- range1 = just outside his c.mk and c.hk reach
- jump quick hk strike
- regular hit you can combo into c.lk/lp into hk sa
- if you get counter hit i usually go for c.mp, hk sa
- range2 = inside c.mk and c.hk reach
- delayed HK TKCS
- any TKCS combo
for both ranges you can EX Strike (delayed or jump quick ex strike) = free U1 on hit (thats if you hit his c.hk or c.mk)
Let’s continue all Moveset / Attribute discussion in the new Thread, please:
http://shoryuken.com/f278/delta-red-basic-training-attributes-moves-combos-list-245686/
- James