guys, I’ve been working a lot on the bnb combos, like cr hp, cr mk, hk SA and the cr lp lk lp SA. I know the uses fr the second combo, but when should I do the first one? I feel like a deer caught in headlights when I do the crouch fierce punch.
On meaty =\ Or after tk.CStrike
meaty? is that… a focus attack? or a jump HK?
Here’s SRK’s definition of a “meaty”
http://shoryuken.com/wiki/index.php/Glossary#M
It’s usually an attack with long hit duration and high block stun used to set up follow up combos or throws after a knock down. Can be beat by reversals. In SF2 series, meaty attacks are very important, but in SF4, due to long reversal window and short hit duration/block stun duration, meaty attacks are more difficult to pull off successfully.
I’ve seen eiSh meaty attack using Cammy’s c.hp. If timed correctly, it is quite nasty (I was a victim of it). I tried it myself, I found the timing very difficult and most of the time I eat a reversal DP/EX moves on my opponent’s wake up…
Cammy’s c.HP has ONLY 4 active frames, so very difficult to land those 4 frames on your opponent’s wake up… Takes lots of practice…
Yeah Meaties are only good to use if your opponent doesn’t try to SRK you every time since they stuff normals and throws.
So… The start of the combo is a meaty attack. So… still confused. Just throw it out there? That cr hp cr mk SA has to be done pretty close. I’d feel safer doing any other combo. Does nice damage though.
Meaty = when they’re about to get up from a knock down you start it so that the active frames (the parts of the animation that hit the person) is the first thing the guy gets a chance to react to due to him coming up. If you want there’re a lot of meaties on my videos =\
Yeah, in a way it is as you described “just throw it out there”. It is a gamble move.
In SF2 series, the risk/rewards are great because reversal window in SF2 series is 1/60 frame, difficult to reversal every time.
In SF4, the reversal window is 10x times longer (10/60 frame) and due to input buffering, its almost guaranteed as long as you mash the specials during knock down.
I’ve seen both eish and Allen perform their “meaty” attacks after a whiffed TKCS very close to them then immediately follow up with a c.hp. The theory is that after TKCS, you hope your opponent is either blocking or trying to mash a NORMAL move but of course if they mashed DP style move or EX move then your meaty will lose to them.
One funny thing I’ve noticed is that in SF4 is actually easier to land meaty against a better players than noobs because better players will NOT mash DP or EX moves on wake up all the time, but noobs will mash wake up DP/EX moves all the time. So if playing against flowchart, don’t use meaties.
Okay, I think I understand. I was thinking about implementing the combo with the wakeup game. I tried it last night, wakeup ultra got me lol.
I guess I’m just going through a maturing phase with street fighter. Slowly turning into a normal/combo cammy instead of abusing specials. Right now I just do the combo when I block a dp or something and I don’t have an ultra meter. I’ll work on a tkcs into the combo though, sounds like another 40 damage points. That would be awesome if. Can pull of q regular combo and do 320 points on q regular basis.
Can you perform ExCannonStike>ExCannonStike>ExCannonStike>etc… on a pad? I am using a fightpad and I want to be able to do this so bad but I can’t seem to get it out at all. Any tips or tricks to help me out would be greatly appreciated. Just to show that I’m not incompetent I have completed her Normal and Hard combo trials
qcb+ub instead of doing qcb+uf. EX Cannon strike can be performed while jumping backwards so the first motion works. It’s pretty easy to do on pad.
That’s it bro, thanks. I have been doing the uf instead of the ub. It has finally all come together :lovin:
what are you trying to do with your FAs? Then I could give you some tips, I think.
Hey guys I’ve got a few questions.
Background info
Okay, so once in a while (okay often) I’ll do a jump in Cstrike. So let’s say I make contact with my opponent, but it’s blocked. From there, I have 5 options:
- start a combo (or blockstring)
- Cannon Spike!!!
- Grab!!!
- TKCs
- Block
So 1-4 will basically get taken out by a DP, and 5 will get taken out by a grab…
and TKCs gets taken out from DP and jabs but if it works, awesome combo!
So here are my questions.
-
Is TKCs even a smart idea? I played against Faux a little bit and I just got DP’d almost every attempt.
-
From best option to worst, what order would you put those 5 in? Are there other options I’m not thinking of?
If it’s a hit, then combo or Cspike is probably the smartest choice right? Well I guess that depends on where the cstrike hits…
Hey SeikuRyu,
Don’t take our last friendlies as anything… I was testing my stick mod with ultra sensitive switches and so I wasn’t playing seriously… I was in training room trying to get use to my mods when you msg me, so I decided to play and use it as an opportunity to get used to my mods…
Your air cstrikes were hitting me above my waist, so they are punishable by just about everything including DP, FA, throws… (if you recall I was practicing my air Cstrike the entire time we played, noticed how my air cstrikes were hitting low to the ground, just a bit higher than ground TK Cstrikes). So if you decide to use air Cstrikes, make sure you do the motion immediately after you’re airborne to keep the strikes as low to the ground as possible. 2nd way to keep it low is to do the motion on the downward arc of her normal jump, but its much more dangerous since Cammy’s normal jump is somewhat floaty…
TKCS can be beat by ANYONE spamming c.lp. I swear jabs > TKCS… so sad.
The only true block string in SF4 is jab+jab or short+short anything after the initial 2 quick hits can be combo broken by a DP if the other guy is spamming the motion.
I would say use all 5 options and try to keep your opponent guessing as to which one you would be using during wake up.
Yeah… no I knew we were just messing around. I was just wondering if doing the tkcs after a regular cstrike was a waste of time or not. It kind of felt like that against you.
what about the delayed cstrike? I’m not too good doing those, but can those beat a c jab spammer?
Air strikes can beat c.lp as long as you aim for their head/body, but if the tip of her toes touches c.lp, unfortunately c.lp will still beat an air c.strike.
This is one of the most annoying thing about Cammy’s design. Nothing is safe even her strikes…
Hey guys, I was wondering if someone could help give tips for Cammy? My PSN is Nutsthesquirrel. I’m pretty noob though.
I’m totally new to fighting games, and arcade sticks, so the learning curve was huge for me. I still can’t consistently produce ultras, or even normal moves. But sticking to the basics sometimes wins me matches…
Today though, there was this EHonda that kept spamming a move where he rushes forward for like 1/2 a screen. I lost 2 matches that way. WTF!
If you’re quick, you can Spiral arrow him right after Honda does that move. Have to be real quick though, and I don’t think it works on his EX.
So… he flies at you, you block. As soon as you block, do Spiral arrow and you hit him.