I have some questions, most if not all may seem incredibly noobish but bear with me please
In regards to her Canon Drill(or Arrow w/e), I find myself just never bothering with any version but the HK one, am I correct in just ignoring them? Do they have uses for linking anything that I couldn’t determine by looking at the move set and combo thread(quick reader may have missed it).
Shifting over, I have an incredibly hard time trying to win against a good bison. Ignoring the other handful of problems I have with this match up, I’ve lost against the head stomp every single time when trying to Canon Spike it. I read here that there’s basically 1 window(I don’t have the best memory and may recall this wrong do forgive me) where you will beat it out. Would it be just wise to not even bother to try and react to it? Given my reaction is god awful but would the risk be worth it down the line or ? If this is better left for the matchup thread I’ll gladly move it.
One last thing in regards to the TKCS, aside practicing the move to get used to doing it and all that, when it comes to incorporating it into my play. Where should I start off? Like is there a combo that’s on the easy side that is useful/and would serve to help me better myself in doing it? Also a situation that may fall in this category where I’m not throwing myself to the sharks if I attempt it?
If you can only hit with the hk spiral arrow once, go for mk. MK does more damage if it’s only 1 hit.
use the lk for spacing and meaty etc.
Against Bison: when you see them do a headstomp, just block. Cannon Spike is hard to counter, because they can feint a headstomp. If they EX, you can backdash and punish with a combo.
TKCS: A good and fairly strong combo is TKCS -> HP -> Cspike.
TKCS is a good move, but against anyone who likes to Dragon Punch, be careful.
Get full screen distance then watch what he does.
against average bisons, the second you hear him say “HUP” (???) with his jump just do spike, most bad bisons that try and fake you out with devils reverse will do the actual reverse kind of late, and when the purple hand comes out the spike will hit it.and if he does headstomp it will either trade or just win at full screen. JUST as long as you actually do it right when you hear him say that.
If you ever notice a bison doing devils reverse reallllly early after the hop then dont bother, just block.
you shouldnt even be worried about headstomp. its the SK that should be owning you lol.
heh I only brought it up since I happen to face a friend of mine who is incredibly proficient with Bison a lot. The headstomp was one of the most annoying things ever since I beat it out once, it was a little random but I saw it was possible so my natural instincts were to try and counter it with a canon spike only to be become incredibly frustrated when he would just mow me down with it.
Personally I just find getting in on him very difficult, more attributed to my Cammy being incredibly basic and his Bison pretty up there.
In regards to SeikuRyu’s suggestion for a combo with TKCS, due to my opponents all being very aggressive, I find getting in on them pretty difficult. What situations would you say would be the safest to try and get this off? IE try it as they wake up or something like that. I have been doing some experiments but I can’t really get a grasp of things like this in training mode like others can and during real play I’ve been very unsuccessful with it, atleast in some situations I’ve tried.
The Short Drill can be used as a poke. But it’s very specific distances. If you are mostly using them for Combos, in general, Roundhouse is the only one you’ll use. There are places to use the other Drills, but for now, it’s probably better to ignore them until you get to that point. You can develop a solid Cammy game without the Short and Forward Drills, so work on that first, and then pick up the specific situations the other drills become useful.
I think Cammy has the advantage over Bison. Bison is poorly equipped to deal with Cammy, IMO. For one, if you see a Bison player do a Headstomp OR Devil’s Reverse, like sl33p said, just do a Roundhouse Cannon Spike right away. The tip of your foot beats ALL of the Headstomps, even EX. The only way he can punish you is by doing the Devil’s Reverse and the IMMEDIATELY canceling it. Also, you can just hold back as soon as he starts the Headstomp. You’ll keep walking, and it’ll miss, and you can Combo him when he lands.
You gotta learn Cammy’s pressure game. Once you get in on Bison, he has a really hard time keeping Cammy out. In particular, his Focus Attack is USELESS in stopping Cammy’s Dive Kick, unlike other characters. He actually leans TOO FAR BACK so that you tend to miss with the Dive Kick so he doesn’t absorb it and get free timing to hit you in recovery. Since you miss him, it’s a lot more likely that you can land and Block in time or even land and DP or land and Ultra.
The best place to learn it, at first, is just a screen away. Do it like 3 or 4 times in a row to build meter, disguise your Jump, and to just make sure you’re never standing still. But the main reason is that you’re just practicing. Every time you mess it up and end up whiffing a Cannon Spike or Jumping with an attack and getting punished for it, well, that’ll make you more determined to not mess up!
Once you get the motion down, try using it next in Combos. The main one is when you land a Focus Attack: dash cancel the Focus, do EX TKCS, regular TKCS, Fierce into DP. This helps you practice getting two of them out in quick succession, fast enough to Combo (only EX TKCS into regular TKCS works, you can’t string two regular ones together).
Once you get the Combo situations down, you need to learn it in your offensive game. Try the very practical trick of doing Cannon Strike from up high and landing with an immediate Cannon Strike against someone. If they try to throw, you’ll hit them. Go into a hit confirm Combo afterwards. Even if they Jab, you might get hit out of the second TKCS, but you’ll take only a tiny bit of damage. But it’s one of the main practical places to use it.
Thanks a lot for the tips, advice, etc…
I felt a lot more comfortable today fighting Bison. Still got mowed down but at least not as bad so I can’t complain
the only reason why it could be better is it’s easier to do. Just mash the moves out and it’ll work.The cr. hp to cr mk requires a link, which is kind of hard. I’ve made it a habit to do the ex tkcs, tkcs, cr. hp, cr.mk SA though.
I should use the hp -> Cspike more often though. Stronger punish for DP’s then the cr mk -> SA
It’s a more advanced combo. Surenio wanted to learn some basic places to use TKCS, so I figured going into something more complex isn’t proper at this moment.
It IS harder, requiring a 2-frame link. And unlike some other hard links (like a Shoto Link into Fireball or a Sakura link into Short Hurricane Kick), this Link will leave Cammy vulnerable and liable to be comboed back. The Standing Fierce into DP is safer becasue it’s much easier to time.
However, that being said, if you can do that Combo consistently (like SeikuRyu did to me all day when we played online), then go for it!!
I see. Thanks, I’ll have to use that combo more often online in matches with dubious connections. That is, when my xbox gets back from being fixed. :tdown:
Just saw some Faux 123 videos on youtube and noticed he was C.Spiking off a blocked j.RH (i guess pre-empting the incoming cr.RH/tick throw/BnB). Seemed like this was an awesome reversal strategy but I’m wondering how viable it is? Is the only thing that can beat it a block/dash or perhaps an SRK? I feel like incorporating this into my strategy but wanna what to be wary of before i do. thanks!
So are you saying opponent jumps in, Faux did Cannon Spike? Or Faux did jump in RH, does cannon spike when landing?
The first option is great against someone who has a bad habit of mashing short or jabs… or something. The second option… maybe not as much. Cannon Spike can beat close to everything, with the exception of EX moves.
Whoops guess I wasn’t clear. I mean opponent jumps in with Roundhouse or Forward and Faux blocks high. Usually what opponent does at that point is go into cr.RH, BnB, or tick throw. But because Faux does a C.Spike immediately after the block he’s able to beat out all of those options.
[media=youtube]9zFYlw-S1Iw[/media] at around :15 is what I’m talking about.
It looks feasible, but a little unsafe. Something you could use once or twice in a set for some damage (opponent should wise up real quick). Me personally, I would only do it if I had two bars just in case. Also notice how at about the 30 second mark even the flowchart learns and does a j.MK to block and then repeats and punishes Faux?
Yeah, I do that all the time. It’s a really hard habit to break out of - Jump in rh, mash cr lk or go for the grab… I do DP like that from time to time. It’s surprising how often it works.
I think what happens at :30 is a bit different. I guess I mean more when the opponent jumps in and hits deep with a RH or forward usually with the intent to follow up immediately with some kind of offensive tactic up close.
The reason I really like what happens at :15 is because unless the opponent jumps in deep and blocks/backdash, it seems you can punish anything they attempt (thank you stupidly lagre reversal window). I tend to block low/spam option select LK~LP when an opponent jumps in deep, but it seems C.Spiking is the best approach.