Shotos have a weird hitbox which makes them hard/impossible to cross-up for cammy.
Viper isnt the exception, Ryu is.
Shotos have a weird hitbox which makes them hard/impossible to cross-up for cammy.
Viper isnt the exception, Ryu is.
Ah I see. Thanks Been getting frustrated trying to land that on Ryu and couldn’t see where I was going wrong, shame it doesn’t work.
Shoto’s weird hit boxes is one of the things that make them strong in this game…
ie:
J.LK will NOT cross if they stand block, but it will cross as they get up from a knockdown, dizzy or when they are crouching… Same principle apply to the deep HK C.Strike cross up as stated in DJB’s Combo. You need to time your strike so it hits as they are getting up from the knockdown (very tight timing).
Another one, once crossed up, if Ryu hit focus, your throw attempt from behind him will whiff no matter how close you are to him… until he is in his FA recovery frames. Somehow Ryu’s FA moves his entire hit box forward a bit even though his back leg is still in the same place (so its visually deceiving). Don’t know about Ken’s or Akuma’s since their FA animations are different.
I can do the cross up in Mix up 6 fine, but I can’t get option C and D to make it whiff. Any tips?
Hi, i started playing SF4 on PC online a few weeks ago, with Cammy since start (but i’m new to fighting games, i’m a fast FPS player, unreal-series).
I have 3 questions to start with:
How to deal with runaway Blanka’s ? I really get in trouble vs blanka, since all our attacks are dive ins, and he electrocutes me when i attack + how to block the ball?
Is there any use for the jumping punches? I never, ever use any of them, kick always seems to do better. In what situations are the jump punches usefull ?
Is doing an airtrow random luck when the opponent forgets to hit a button in the air or can you actually set it up as a real attack?
Thx in advance.
-You can ultra or SA blanka after blocking the horizontal balls. I don’t bother crossing him up because of the electricity, and I consider this matchup one where I have to be defensive and am in for a long round/match. I’d love to hear how other players deal with him though.
-I use neutral Jump HP sometimes when I try to see an opening for ex cstrike and the opponent jumps at me instead. I find it more effective than jump HK
-Can’t help you on the last question…I rarely do airthrows and almost always rely on cannon spike instead for good or bad.
Here’s me as Cammy playing a Blanka. I got destroyed in the first match, got my head in the game in the second and third round.
[media=youtube]DudXhDY45W4[/media]
There are probably some uses for jump in punches, but not with Blanka. I like jump MK for air battles.
My strat against runaway blankas
If the blanka jumps away a lot, walk forward, but crouch block the as soon as blanka lands. Eventually corner him and then cannon spike when he tries to jump over you.
Spiral arrow pretty much any missed special blanka does.
If he has ultra, DARE him to use it. On his wakeup just stand right next to him and block his ultra. Most blankas are idiots.
Here are some videos of what you can do against a blanka Ultra.
[media=youtube]VB0RSkmkxNs&feature=channel[/media] - Level 2 Focus attack. A little hard to pull off
http://www.youtube.com/user/vortex22#play/uploads/5/p9ri19SbFTo - some counters from vortex. He’s got some great ideas in here.
Airthrows beat out most in air normals btw. I just never remember to use it :-/
The air throw againts ultra is amazing .
I’ve seen it suggested before to use cammy’s back throw instead of her forward throw, but I haven’t seen a real good reason why.
It only does 50 more stun for a tradeoff of 50 less damage, iirc
Is the stun and obvious positioning change the only reasons to use the bthrow, or is there something more I’m missing?
You get a lot more mix-up options upon the opponent’s wake up than you do if you forward throw. Check out DjB13’s Cammy Advanced play tutorial. VERY helpful.
[media=youtube]-h70MHp_iek&feature=PlayList&p=A058DD761894C089&index=4[/media]
Imo, every situation that may warrant a specific jump punch, there’s a jump kick that does the same job, except better. Cammy’s jump kicks are superior to her jump punches, as the kicks have more range. However, I do use j.hp for jump-ins, if I am somewhat close, because j.hp’s hitbox seems to angle downward slightly more than j.hk, which means that it gives the opponent slightly less time to anti-air it.
While air throws can work in the situation you explain, it’s not necessarily because they forgot to hit a button. For example, if you condition your opponent to expect an anti-air focus attack every time he jumps in with an attack, he could then attempt to counter that by doing empty jump and throw, in which case you can jump up and air throw him amongst other options.
Also, if your opponent likes to do a blockstring, and then rejump in order to get you with a crossup, you can neutral jump and/or jump back, and air grab him before he can get behind you.
Help!? For the past month I been playing Cammy. I’m not fairing too bad I just find I have a weak mix up game. I was wondering if you guys have any suggestions :wonder:. And any reccomended strategies against turtleing players would much be appreciated I find my self losing more often then not against them D=.
yeah turtles are hard to beat with Cammy. Requires a lot of throw setups. If you’re working on your mixup game, it’s really just rock paper scissors:
Walk up throw beats turtle, but looses to wakeup DP.
Walk up block beats wakeup DP, but looses to basically everything else.
TK Strike beats tech throw attempt and some crouching kicks. etc. etc.
I’m still working on my mixup game also. Give this a try next time, see what happens. Do a Crouching MK and hooligan right after. Kinda like ryu’s crouching mk hadouken move, but with hooligan. Most people freak out and stand.
Snap! I like the sound of that =3. I shall definatly add it to my game ^^. I’m also working cositantly CSing to physce my oponent problem is I’m not that consitant XD. Any reccomendations?
My only recomendation is keep doing it. I find it easier to do if you go slow. Think of it as a windmill. Add me. I’ll go over some tactics.
I have another question.
Do Chun-Li’s jabs have weird properties? Or is it the lag? I was playing someone with a 3 bar connection. Her jabs beat everything. Grabs, Cannon Strike, Cannon Spike, my own jabs, everything. Does that happen to anyone else? Or is it just lag?
Which character does TK cannon strike work against during the opponent’s wake up? I know it doesn’t beat Ryu or Balrog’s jabs. Delayed cannon strike is a lot better, but I can’t quite pull it off consistently.
TK strikes are mainly used as an anti-throw, anti low kick attacks, or combo starter after FA crumples.
I believe all jabs beat it, all DP style moves beat it, many EX moves beat it (ie, jesus kicks from Rufus, EX tatsu from Shotos, EX SBK from chun, etc).
The only time I use TK strikes if I noticed my opponent like to mash throws or low kick attacks after my delayed quick strikes or jump ins, otherwise it is pretty much useless because even on block, you can’t string together a decent block string without being DP’ed…
Delayed quick strike has much better practical use than TK strikes.
I’m working on the delayed cannon strike. I wonder if it can be used as a cross up? If your opponent is down, you can delayed cannonstrike and be on the other side. Sounds kinda tough with the timing.
I use the TK strike like crazy on almost everyone.
Probably the best people to use it against would be characters like Gouken, Abel, Chun (without EX), Dhalsim, and… lol who else doesn’t have a DP? I’m pretty sure Rose can soul throw a TK strike.
I don’t believe delayed is any better than regular TK. I have not seen proof as to why it’s better. Yes, it’s higher and will jump over a jab, but what about the jab spammer? I’ve done it a few times and it trades or looses to a jab.
Hmm… I’m actually inclined to disagree, faux. I’ve started learning that TKCS is a huge part of my game now.
Well, it’s pretty much 1/3 of my entire game now.
What I’ve discovered after watching Sanford and messing around with Cammy myself is that Cammy has to keep her opponent guessing at all times. And TKCS is a crucial part of that BECAUSE it beats Throws and leads to huge damage and setups. It’s the TKCS that strikes fear (no pun intended) into the opponent, because it is where you will get most of your damage.
TKCS leads into the Low Short, Low Jab, Low Short string, which shouldn’t be DP’able anywhere in the middle. But there are tons of branches to go from TKCS. Another TKCS is one option. A throw instead of the Low Short is an option because they are anticipating blocking the Low Short. Low Short into Low Jab into walk a step, TKCS again is a good move. And then, there’s always the trump card. ALWAYS the trump card, and that’s the DP, which beats almost everything except some EX moves. I usually only DP when I have two meters to save myself (or add extra damage if it hits), but it’s the perfect move to keep opponents honest.
The question, of course, is how do you land a TKCS in the first place? I do end up landing most of them after a delayed Cannon Strike or just a direct Cannon Strike. And it usually is the option to use only AFTER you’ve trained opponents into expecting Low Shorts after Cannon Strikes.
But once you start getting into your opponent’s head, TKCS is a really scary move I’m learning. And my favorite thing about the move: it’s REALLY easy to time to miss opponents when they get up so that you can always block their wake-up move. So whenever I’m near opponents getting up, I either TKCS them late, so it hits them when they just got up, or I do it slightly early, so that I land and block whatever wake up they do (beware of wake-up Throws, though). The beauty of it is that your jump timing is ALWAYS the same. They can’t figure out which you are gonna do by the time you jump. You either hit the button super early to Dive Kick right away, or delay the button press a little to go slightly higher before you Cannon Strike, so you’ll hit them when they get up.
I dunno, it’s really hard to describe this whole thing with Cammy, as I’m finding out right now. Maybe it’s time I start recording some of my online matches. I just don’t really have a convenient way to record matches. What do other people use to capture their 360 output?