ok, but you can do that with any character. =p
Teyah
2162
MK CS is the go-to Strike to beat shoryukens on wakeup; can also lead to ambiguous landing.
After back throw, late LK CS can be used to hit in front of the enemy as opposed to crossing up with j.lk.
When whiffing TKCS for meter, LK CS is the best option since it doesn’t move you as far forward as the others.
If people are always teching your throws after blocking your strikes, use delayed TKCS immediately after a blocked CS to hit their crouch techs and punish with a big combo. Close mp, cr.mp xx hk arrow is a good punish to start with since it works on everyone (even if they’re crouching), is relatively easy, does good damage and leads to a good mixup setup.
for cannon strikes, I believe all of them work as long as you aim for the back of their head.
Not sure if this is a simple question but will give it a shot. I see Cammy players whiffing a hooligan throw after they get a knockdown. What are the advantages to this on either landing next to them or on the other side? Just mix up? Can you land close enough to go into cr.lk on their wake up?
i played Gen last night and i had ~8% health. he was at ~40%. poor thing whiffed wall dive, you know the one where he dives looking like rufus kinda slow. i ultra’d that shitt on reaction from close to full screen. he died miserably :wow: . i have it caught on tape. 
no really. U2 got no business in this match. 
any wall dive version going your direction is free reaction U1. you know, just like adon wall dives can be U1.
simple answer:
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if you are facing charged character, hooligan switch position takes away their back charge. leaving them with only 1 reversal special. which is down charge 
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after hk sa, hp hooligan to safely get out of corner. hp hooligan travels far. safely (ish)
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after arrow, hp hooligan can screw up reversal motion. they come out as wrong reversal or they come out as whiffed normal. lol. :wonder:
Di,
jaytoo
2166
What should you do when you get caught blocking a shoto’s tatsu? Is it just a guessing game?
You been playing me lately? I do this all the time. One of my fav tricks is using HP hooligan to go over my opponent off a back throw or hooligan knock down. You will land in a certain spot where you can back jump into ex cannon strike and if you catch someone not blocking its an easy hit confirm ultra. If they are sitting there blocking you can jump in on them and start a block string or jump behind them with a cross up.
If they keep using back jump to escape this set up be mindful to option select cannon spike.
You can also MP hooligan over the opponent and land right next to them after the backthrow/hooligan knock down and land right next to the opponent which my throw them off a bit, problem is you don’t have much maneuvering room from here to mess around but you have some options like throw, cannon spike fadc, block ect…
The added perk to this stuff is it builds meter really nicely.
oh i c.hp on reaction if i see that damn thing flying towards me or over me, crouch block always vs tatsu.
maybe i shouldnt have since i can spike it instead. also i never tried to mk arrow it or Ultra? :wow: lol
ANYWAYS if you get caught blocking tatsu or ex tatsu. late crouch tech is godlke. :nunchuck:
if they throw, you tech. if they block string with c.lk, you block. if they mash dp, you block. :nunchuck:
just study the timing of when to late crouch tech c.lp+c.lk.
Di,
Don’t know if this is the right thread for this but . . .
Does Cammy have any good counter-hit setups? I spent a few minutes just now doing counter-hit c. mp > c. mp >hk. Spiral arrow and I wanna try adding it to my game.
Wait til AE? Her only CH setup right now is really cr. lp > (cl) st. mp, which is also a combo anyways. Her only moves with “good” blockstun have slow recovery and lots of pushback (cl. st mp, cr. hp) so you can do stupid stuff like cl. mp > cr. hp or cr. hp > cr. hp and sometimes dumb people get hit by that and you can U1/SA if that CH’s?
close stand strong is my favorite counter hit move. Just do something like, cr. lk, cr. lp, walk back, walk forward, cl st. mp. Crouch fierce works well too.
edit: just remember cr. hp is 6 frame startup, so if they press buttons when you hit your buttons you’re going to get stuffed.
You could also, cancel Cl.Hp with Hp Hooilgan to crossover just like on wakeup on a crouch blocking opponent it leaves you at the tip of her far Hk range. So you could do something like this Ex on may be a Hk Arrow knockdown you could use Mk Cannon Strike so it hits deep on block then use Cl.Hp>Hp Hooligan>Far Hk>Lk Spiral Arrow.(That sequence gets you like half of a meter. Not to mention you could throw in some Ex strikes then repeat or spam normals to pretty much get the meter back you just spent to really keep the pressure going) Whiffing Hooligan on wakeup or after Cl.Hp leaves you in the perfect spot to counter their attempt to hit you out it while building meter and leaves you close enough to continue pressure so you could keep up the stun to get a dizzy.
if they c.mp os tech it may trade.
ok i mean if you low mk strike or EX strike at any height then, c.lp, c.hp trap. i think it will even trade if they late tech.
if traded its in cammys favor as she can c.mk link from the trade into HK Spiral Arrow.
Right? right?
:mad:
Di,
well, that’s the risk of a frame trap.
Cr. HP has so much hitstun you can combo cr. mk after. Stand strong… I duinno. crouch jab to stand strong is a 3 hole where crouch jab to crouch fierce is a 5 frame window.
Is there a set way to deal with ambiguous jumpins?Ex blocking late.
cl. HP? I don’t understand your question.
Okay, how long does it take to be decent with Cammy (about 5000 bp’s) ,because she is kind of frustrating me. She seems really hard. Is she supposed to be hard?
How can you get out of jump ins that look like they well land on one side but depending on the button pressed make it not hit as a crossup like Kens [media=youtube]KeoxLBaErU0]YouTube - Ken j.strong Ambiguous Crossup Tutorial and [url=http://www.youtube.com/watch?v=n5txHmOOf8c[/media]
@ 0:03 and @ 1:35
I’d say about a month or so. It took me about a month. And 5000 BP doesn’t guarantee anything at all.
Imo, just the TKCS is hard. Then again maybe it’s because I was already acquainted with Ibuki. The rushdown game is played the same way as with all other rushdown characters; you just have different tools and options and skill sets.
TKCS? Im sorry, but what is that?