how do you hit confirm the cr mk -> SA? I think I need to learn this technique if I’m going to go anywhere in future tournaments…
my ideas on the move so far is just throw out the cr mk -> SA move without hitting the kick button. If it hits, all I have to do is press hk to finish the combo… is that the correct idea? or…? hmmm…
As a player with an Identity crisis, I’m really liking Cammy as of late, she just clocks with me Moreso than other characters. I’ve been having fun, but I’m compelled to ask. If I were to try and take my play to a higher level, I’ve looked around. She has some nice combo variety but it seems as tho just sticking to the basics seems like my best option. What do you all think? Ignoring that I’m at the very beginning, as I work my way up just what should I work towards in terms of my play?
Yeah, that’s the idea. Pretty simple but it requires getting used to and having good reactions. I’d say most 3S players are really good at this.
I always had inconsistences with hit-confirming off one single hit (except maybe chun’s c.mk to sa2 in 3S), so as much as possible I’ll use the c.hk c.mk to SA combo in this game. That way, I don’t have to do an empty fb motion and press the kick button on reaction.
I’m talking about having a strong footsie game, like Alloune (Sp?). He has a great play style and I’d like to be as good as him someday.
I just think Cammy would be DANGEROUS if someone could do random pokes, but if it actually connects… spiral arrow! If a Cammy player could master that, then that means free knockdowns, and that’s exactly what Cammy wants.
Surenio - There are a few combos you should learn, and a lot you should not bother yourself with. I’d say go for flashy though. Learn the basics, but her combos are very rewarding. It’s great having a combo that can easily deal 330 dmg and do 500+ stun, that also links into your super.
The extent of my hitconfirming cr.mk->sa abilities is to not press kick if the mk whiffs, if it hits or they block (!!!) I do the spiral arrow I really need to practice that, might go into training and put the dummy on random block till I get the hang of it.
i never seem to have trouble hit comferming cr.mk SA and i even play on a d pad. its just cs fadc that messes me up sometimes on my old ass d pad lol. and yea Surenio get the basics down and work from there and u will undertand how to be flasy
=>when he flies straight at u block and do hk spiral arrow
=>when he flies high in the air canon spike it.
=>when he does a fake wall jump dash forward
=>when he does ultra block and do ur own
=>when he does his super backdash then canon spike
=>when he goes to other side wall block other side or canon spike other side
=>his slide is punishable on block
=> on knockdown most vega backflip,downback block then do hk spiral arrow.
=>try to put him in corner he can’t run there
=>watch out for his pokes,esp the forward kick thingy,he can throw on block or punish heavy on hit with it.
I don’t play enough to really know the matchup. I’ve played more Gens than I have Vega.
One thing I’ve noticed that’s really tricky. So just outside his poke range (cr. lp), he can throw you. Vega can do his forward jump kick move and then grab you. It’s the perfect range to pull that off.
Be careful if you’re being poked by him, he can still get you with a grab. Make sure you’re ready to tech a throw!
i had some games vs decent vegas.i think it ended 6-5 for me or so
anyway, if he start flying u gotta get ready either crouch to dodge the orizontal special or cspike if he does the vertical one. then when u knock him down keep jumping on him till he awakes and randomly do cspike or low kick or grab or sa
only way to win u have is keep him down and stay on him, dont run away to let him recover and start flying again
yea they have hit the nail on the head lots of countering his jumps with a cannon spike. And they roll into throw is deadly always try to get away from that
Kinda sorta a basic question buuuuut: when I’m applying C.Spike pressure to my opponent should I be usking LK, MK, or HK C.Spike? I find myself always using HK but getting stuffed by my opponent when I follow up with something. Will the LK yield a significantly lower recovery time that will allow me to follow up?
Also, should I be using TKCS to apply this pressure. I’ve avoided it my whole Cammy career since my execution on it is quite shakey…but maybe I’m just hitting my C.Spikes too high in the air making them predictable which means I need to get my TKCS down.
Oh another random Q: for my BnB combo should I be using LK>LP>LKxxHK Spiral Arrow or LP>LP>LKxxHK Spiral Arrow? For some reason the second one comes out more consistently but when I do option select for tech throws Cammy will throw out an LK which means I have to do the first combo. Which do you guys use?
myDingling: I’d used whichever you’re most comfortable with, just checked and the lk, lp, lk combo does a tiny bit more damage but nothing really significant. I think crouch lp on block gives you more of a frame advantage than crouch lk so it might be safer to throw that one out there. (I’m assuming you meant crouch for all those hits by the way!). As for the strike pressure, I always use HK also to be honest, although I use LK a lot for the regular cannon strike when dropping down right on top of my opponent.
At low heights, all three TKCS’s yield similar frame recoveries. So it’s better to use HK up close because you end up closer, which allows you to land the BnB easier. To be honest, though, ALL CAMMYS should learn that after a TKCS, they can take a step before the Low Short and still get it to Combo. That ensures you can land Low Short, Low Jab, Low Short, Spiral Arrow on the opponent. There are some characters that, after a TKCS when they get up, you’re too far to land all three weak hits… the last whiffs.
This is from my personal experience, but TKCS is 100% essential to Cammy’s game. Without it, there is no Cammy game. It’s the MAIN WAY you’ll benefit for having a good Throw game. I would say that 75% of its uses come from the Throw or TKCS mixup that you’ll apply to your opponent.
Always try to use the one that starts with Low Short. Always. Why? Because if they stay standing to counter your Throw attempt after a TKCS, you’ll hit them low. Low Jab is blockable while standing. There are no benefits to it. At least the Low Short one gives you an extra 'requirement" for them to defend it, so once they get used to Low Blocking to be safe, that allows you to more easily land Throws and such.
Awesome, thanks James. I’ll work on them TKCS and get it down asap. And I didn’t realize cr. Jab could be blocked while standing that makes the low LK combo the obvious…which is good since my muscle memory is leaning towards that combo anyway, hehe.
don’t worry about doing x amount or this, y amount of this. Just practice for 2 hours and turn on auto block. Take a break if you screw up your timing. You’ll be spamming bnb combos in a week if you practice for an hour or two a night.
Do TKCS into Low Short, Low Jab, Low Short, Spiral Arrow.
Once you get good at that, turn off AutoBlock and do high Cannon Strike but then land with a TKCS to simulate people trying to throw you after the first one. Then go into the BnB.
Also, I forgot to mention in my last post, the LK Cannon Strike goes straight down, almost, so it actually DOES land faster than the other Cannon Strike. So actually, if you do a fake cross up, like knock them down, wait, then Jump and do LK Cannon Strike above their head so you hit them with the tip of your toe, it IS actually possible to Combo a Crouching Light Kick when you land. So from high up, the LK Cannon Strike makes you recover sooner, but it has WAY less range. So there is definitely a trade off, but also there is usefulness for every version. So definitely get used to making sure you learn the uses for every angle. It also helps for shenanigans where you do a Dive Kick in range that a HK version would hit, but the LK misses, so you can miss and go into an immediate Throw.