Thanks. I’m glad I didnt learn that the hard way ^.^
Actually, it can definitely be used as a Safe Jump. It’s actually a fairly easy Safe Jump to time. If you do it right, you’ll hit them if they don’t DP. But if they do, you land and block in time. Regular Dive Kick AND EX Dive Kick can do this. The best example is to go to Training Mode, set the Dummy to quick rise, and practice this: after Low Short, Low Jab, Low Short XX Roundhouse Spiral Arrow, time it so you do the Tiger Knee Dive Kick, but delay the Kick button press a fraction of a second so you don’t do it IMMEDIATELY upon going into the air. The goal is to make it connect RIGHT when they get up. If you can learn to time that, you can almost ALWAYS block if they do a DP. It’s not a super easy timing, but it’s very possible. I’ve won a TON of matches this way, doing this and having people activate their Ultras and me landing and blocking it in time (doesn’t work on Blanka though!!!). I’m sure a lot of people I’ve played have been very angry about this.
- James
I tend to hit people a lot with cr.HP but hardly do anything afther that, so my question is whats the best thing to link/do afther cr.HP hits?
cr.mk > SA
It’s one of my favorite links because you have a lot of time to confirm the cr.HP hit. Even if it is blocked, often times, I’ve caught a lot of people with the cr.mk. The pushback from the cr.hp probably deceives them, and they think they are completely out of range.
Unrelated question: are special-cancellable normals only special-cancellable if they hit on the first active frame?
I was messing around with anti air cl.hp, and trying to fadc it, but most of the time (maybe when it was meatied), I could neither fadc nor special-cancel it. I’m not sure if it’s because of that, or maybe I was just doing something wrong.
It depends on the character and your range as the c.mk wont land most of the time after c. HP. ESP if your using C. HP as punishment which I love. Also C.mk xx SA is my #1 move the hard part is linking it to C. HP w/o getting a DPed online.
I’m not sure about canceling normals it seems the timing is easy so I would bet it is 3-4 frames, I’m not sure on what use it would be though, esp since on hit most cammys moves can go into something and on block we can hit confirm into throw…why would we waste two stocks on back dashing to canceling a poke? Well You may get the 1 second to punish the DP with a full saving attack froward dash TKCS, C. HP, C. MKXX SA or better yet ultra FTW…but it is unlikely. Oh well, who knows.
Well, my concern wasn’t with the practicality of it. I was just trying to explain an example where I could neither special cancel nor FADC a normal that we know has those properties. I’m just wondering if normals lose those properties if they hit on the second active frame, or any active frame thereafter.
Now I’m a noob but to me it doesn’t seem worth the effort. It’s just too easy to screw up bcs of the timing, and then you’ve wasted both super meter and ultra. Maybe it just takes practice but when other characters can do it with ease I don’t know if I want to spend a lot of time perfecting it. I’ve more or less given up on it. Cammy’s ultra is very fast and can be linked, and I’ll work with that until maybe eventually I get the hang of juggling into it.
cammy’s ultra can only be linked from a COUNTER HIT crouching FP…which as a poke is fairly mediocre and gets stuffed quite a bit
ANY way to land ultra is good…cammy has lots of options against every character, HOWEVER, cammy NEEDs to maximize damage opportunities so really anytime you can get an ultra out on some one is a good opportunity
also, it’s honestly not that hard if you just practice a little bit (and are using a joy-stick)
It can be linked from j.HK. And in general I find it convenient to pull it off upon landing.
I’m playing on the SE Fightstick, have never played stick before so getting FADCs out is still a bit tricky, but I really enjoy playing on stick and will keep working on it.
This forum is totally awesome btw!:lovin:
sorry, wasn’t really counting j.HK cause I don’t really consider it to be a link (even though it is >.>)
Her ultra can also be linked from a meaty cr.hp.
Noob question:
Is there anyway to defend against a crossup? I see it coming and I don’t know what to do againts them.
Block the other way…
If they are jumping over you block in the direction they came from, you’re probably instinctively holding back which is the side they are jumping to so you’re actually moving forward into their attack when they cross-up.
FA and dash away
just make sure you’re not dashing INTO them
obviously don’t do this every time cause you can get predictable and eat an attack if they think you’re going to backdash
otherwise, just block and maybe jump away or backdash?
if they’re getting very predictable with cross-ups (like jump over->hit->jump over->hit->jump over…I’ve been victim to this a lot >_<)you can try to cannon spike them before they cross up
I’ve been practicing the CS > FADC > Ultra a bit, and yeah I can see how it can be useful, especially as a finisher. The hard part for me is getting the backdash fast enough and concentrate on executing the ultra properly, I get it maybe 1/5 now, less when facing right. Not that hard but I’m simply not fast enough on stick yet.
One thing I’d like some advice on is when and how to use FA with Cammy? I’ve been using it to absorb fireballs and advance, or as a last resort when nothing else seem to work. But I would like advice on how to use it more offensively as a part of my game, not to be pushed back so easily by more experienced fighters?
I use FA a lot on wake-up against characters with a good reversal (Ryu/Ken/Guile/Balrog/etc) and generally backdash out of it before they get up but once you’ve trained them to do that you can try and stay there and a lot of the time they will just take it - free combo.
How do you deal with enemies using command throws on your wakeup? Reversal cannon spike?
Reversal Cannon Spike works, but don’t the lk version, as there is a one frame window where she can get thrown out of it (she has invincibility for the first 4 frames, but startup is 5 frames). Another option is to just jump on wakeup to avoid the command throw.
Yeah, the only wake up command throw I have problem with is Abel’s. If you empty jump he can recover fast enough and grab you out of air or worst his pop up move into ultra. Against a good Abel, a knock down is very dangerous for Cammy because of Abel’s mix up on wake up is very strong.