same…I think that’s why I was stuck at 1k for so long…as soon as I started being a little more calm and reacting rather than relentless attacking. I think at the moment I’m playing a little TOO safe…I’ll get a shoto into defensive mode and they won’t fireball or shoryu on wake-up, and I need to find a way to capitalize…
though I think out of everything FADC and EX SA is what I spend bar on most…EX dives are nifty…but they don’t give that much more than a regular dive…not worthless…but I think I try to FIND ways to work in EX dives rather than EX dives being so good that they find their way in themselves
Aye, I’ve also found it very useful against Senpukyaku in addition to the usual fireball slip. That said, it’s usually a once per match, maybe 2 at most move, and sometimes never used at all.
But, when the right opportunity does come up to use it, I’ll mix it in. If anything, I’ve found it often throws the opponent off balance for a second when used effectively since it is used so rarely.
It depends on what height the cannon strike hits when blocked. According to frame data created by Sprint, Cammy gets as much 8 frames advantage for an instant tk cannon strike, and she gets 14 frames advantage if it’s an ex instant cannon strike. The amount of frame advantage she gets varies with how high off the ground she is when the cannon strike is blocked. Generally, if her cannon strike blocked at the head on average height characters, then Cammy will actually be at a slight disadvantage.
My most common error in the non-EX tiger knee cannon strike is accidentally jumping up or backwards, so I sort of do this motion (facing right):
21469
Hard to describe in writing, but that last “69” is more of an initial aim in between the 6 and 9 positions, then moving it firmly into 9 (all very quickly). The point is to make sure I keep the joystick lower when going from 4 to 9 so I don’t accidentally trigger 7 or 8 along the way.
Uh possibly an embarrassing question: Have all of cammy’s normal jump ins been overheads since the game came out or did they stealth patch it? Are all normal jump ins overheads for that matter?
Look at how your opponent is jumping too. If it looks like the jump might and/or is trying to go just past you, there’s a good chance they’re trying for a crossup (that or a fake-crossup >> throw).
I suppose this could be considered anticipating, but it’s what I do.