Aaah mind games. I really need to work on that. A lot of locals have figured me out, and lot of others haven’t I guess its really a matter of time. I really need to meditate on some of this stuff haha.
James - I use my video camera :D. You has xbox right? If you want, I can pick someone like gief and I can try to explain the stuff you’re doing to gief…
The cannon spike on their wake up is unreal. That thing beats out nearly everything, even bison’s head stomp. I only do it though if I’ve conditioned them to tech the throw, and I have two bars to FADC to make it safe.
Can you elaborate more on this? When you mean hitting the button super early, do you mean with TK cannon strike and delayed cannon strike when you delay the button press?
I think he’s talking about delayed Cstrike verses regular quick cannon strike. So you do the motion early, and then press kick early or late depending on what you think your opponent is going to do.
Best tk setup in cammys game is jump in Lk…either crossup or regular jump in LK to TKCS…EVERYONE throw techs after…if you ex tkcs is a free ultra if you regular free combo. experiment with this and i guarantee some great success stories.
On wake up TKCS’s IMO (which doesnt say much) is not a very useful technique, especially if its a stand alone technique. Gouken can wakup parry, or ex hurricane you for a direct counter to it. If you havent conditioned able to wakeup throws he will roll right out of it, and good ables will ex right through it, or back dash. Chun can also back dash right out of it. I’m not sure if soul throw from rose will grab you before you hit the ground, but she can back dash out of it, or ex soul spiral through it.
Besides this just for pressure sake, it loses real quick to crouching jabs or MP’s. Which i find most ppl to use more~so than c. kicks. the quick strikes that hit more to the top of the head on crouched opponents dont lose to low punches, and also lead to counter’s. The downside is, depending on your angle they may have more time to react with a counter on block, especially if your strike doesnt give you time to land with fram advantage to keep them in blockstun.
Not to say i dont have uses for it, but i tend to use TKCS’s in situations where a more… universal instinctive throw is a higher probably chance vs. an opponent being conditioned to throw because of what I did in the first or 2nd round
SeikuRyu has it exactly right. You can do the TKCS motion, but you can drastically alter (well, not draastically, but fairly significantly) alter the height at which you actually do the Cannon Strike simply by delaying the button press slightly. So the same timing for the Jump can be used to do a SUPER early TKCS so you land and can Block wake-ups as well as to do a slightly later TKCS that will hit opponents after they finish getting up.
Heh, after Evo, I’m usually really burned out. Helping to run Evo takes a lot out of you… usually requires at least two weeks of recovery. So I’ve just been lazy and haven’t posted recently.
^ This. I should probably mention that I throw. A lot. Nowadays. I didn’t before, but I do now. If I play my game right, I can string together a sequence of 3 or 4 Throw Ops before the opponent really knows what’s going on. I have a lot of weird Throw setups these days that lead into each other. And every one of these Throw setups can be substituted with a TKCS, which, when you land them often, instills great fear in the opponent. But this is why turtle characters still own me for free, because when I play characters who can easily react to my ability to get in (people with Razor Kicks for the most part and Gief’s easy Lariat), I have a real problem winning. Getting people to fumble DP codes for a TKCS opening is a helluva lot easier than getting people to miss a Razor Kick opportunity.
Do any of you guys have any tips/methods for inputting MP->SA correctly each time? I’m getting CS so often even when I end in up forward or start from back. I want to incorporate it into my game more but at the moment I just can’t execute it successfully enough, its not worth the hassle.
I hate that so much. I run into the same problem all the time.
The way I tend to do the Auto Hit Confirm method is that, before I hit Strong, I make sure to let go of Forward when I hit Strong. So I always make sure to do neutral Stand Strong then buffer the Drill motion. If the enemy pokes and I win, I get my Combo. If they don’t poke, I whiff my Strong and that’s it.
However, in cases where I walk up to Gief to punish the whiff Lariat, for example, and I don’t have the chance to go to Neutral before hitting Strong, yeah, I get Cannon Spikes allllll the time. The only trick I can recommend, which works when I do walk-up Low Forward into Drill as well, is to do the Drill motion slowly, make SURE you reach Foward on the joystick, then hit Kick. You don’t have to buffer the Cannon Drill immediately. You have a small, small window where you can hit the button for the Drill, so try to make sure you hit it in the end of the window to make sure you don’t hit the button before you’ve gotten to Forward on the controller. That’s what causes it most of the time. You just have to make sure you’ve reached Forward before you hit Kick.
Another trick I use all the time is to try and Tiger Knee the Cannon Drill. End at Forward Flip and hit Kick. That just “fools” you into waiting until you reach Forward before hitting kick. We tend to hit buttons ever so slightly earlier than we mean to. By aiming for Up/Forward as the time to hit the button, you tend to hit it during just plain Forward. I use this trick, also, from FADCb -> Ultra. I try to do Ultras with Tiger Knees at the end so I don’t accidentally do an EX Cannon Spike instead.
I remember someone saying i had to canon strike later.
But i never see anyone do like i do now [media=youtube]xN-6Qre1xqw"[/media]
Is this also a good way or is it to dangerous?
I know I’ve mentioned the idea of cannon striking later… That move works, but I use it for people who have a normal that beats air. Mostly for timing. That move is suicide if your opponent likes to DP.
Couldn’t remember your name srry for that
Hm how is the other way of landing it then,do the command as quick as possible?
And what version do u use then,lk/mk/hk?
whats wrong with cammy blockings? everytime i see a ryu/sagat jumping towards me ready to do the kick in fly i press the backward buttons to block 1 min before getting hit, yet i get hit as if not blocking and for the low kick its even worst. i block but its like if im not
I do the TKCS for some of my early ones… but not all…
CammyOwnz - …? So you block… and then you don’t? You’re not trying to block a cross up right? Where the Ryu jumps over you, but still connects… you need to block the other way.