IMO, the way to do multiple TKCS in a row is to do it slow. I basically spin the stick in a circle, but I don’t do it super quick. Super quick will turn into either a jump back kick or cannon spike.
Just a thought and this might not have anything to do with your problem, but remember if you’re actually HITTING them with the TK CS and want to do multiple, the timing is slower than say, whiffing them for meter.
!
Hello SRK! This is my first post on here :x I’m really new to fighting games and Street Fighter IV, so I’m having a hard time getting my execution skills racked up!
I was just wondering when is the appropriate time to do a EX-TK Cannon Strike > TK Cannon Strike, or just a single TK Cannon Strike in a real online game? I’m having a hard time finding the right time to do such a thing without being punished :x currently I’m trying to use these to introduce a safe block-string.
Thanks in advance, and hopefully I progress quick enough to help some others in the not-too-distant future!
Funkstar :pleased:
Welcome Funkstar! A good place to start is with DjB13’s Cammy Advance Play videos:
[media=youtube]M9XbKGT5U5w[/media]
Thats part 1, theres 9 in total, he points out a number of places where you can use the quick cannon strikes. In general any time you might go for a throw or think your opponent might go for a throw is a decent time to throw out a TK Strike as you’ll avoid the throw and can start a combo.
!
Excellent! Thanks for the help, I was actually just watching some of these! Saw him doing a Hard Punch > Cannon Spike > FADC > Cannon Spike > FADCB > Gyro Drive Smasher… now my brain hurts
Hehe don’t worry you’ll get the hang of it! Its just a matter of patience and practice. I think that combo is basically her 5th hard trial, try going through those.
well said!!
@Funkstar:
TKCS beats throws so you want to confuse ur opponent and mix it up… TKCS then throw… or TKCS,TKCS Then Combo (ur second TKCS will beat their throw attempt, they will think u are going for a throw)…
jumping back then EX Cannon Strike also takes people by surprise… u can combo right after it with any of the regular TKCS combos:
the standards are:
c.lk, clp, c.lk, SA
s.mp, c.mp, SA
c.HP, c.mk, SA
and u can use EX Cannon Strike as crossup (not a true cross up probably… not sure if it hits behind or front… probably front)… when i use it that way i aim for the HEAD… lol… u will go over them then land behind and u can follow it with c.HP, c.mk, SA (yes its a full combo if the EX CS connects)
TKCS can be the beginning of combos right after a successful FA…
and u can hit c.lk (of so many characters) with TKCS
Thanks very much for the help! I’ve put some of those tactics to use online already now! :china:
One other thing, I found this video, the glitches look pretty useful, but I don’t fully understand how to execute the first one. The second one which shows Cannon Strike used as a cross-up in the corner looks pretty useful! :x
[media=youtube]xoJ6ifoekHA[/media]
Thanks again for your help team!
lol yeah I hate when a jump back kick happens, will try the motion slower and see if that helps. Oh and to the other reply yeah I’m talking about whiffing for meter/style lol, if I understand correctly multiple tkcs will only combo if preceded by an ex tkcs. Have found it difficult to do the above motion in online matches, I’m guessing due to lag, just gotta get that rhythm down. Thanks!
Ok well slowly climbing the mountain with this girl. I was fighting a number of sets with a friend of mine who plays a competent rog. After the first set he starts to teach me how to play footsies. Worked on it a little but as I did it I couldn’t help but feel I was doing things wrong(which I’m almost positive I am). How would any of you suggest I get the hang of footsies with Cammy? I just found it pretty jarring to do this because as I was Cammy went from rush down to slow and steady yet dead still lol.
i recommend DBC videos when it comes to footsies:
http://www.youtube.com/user/DBCLoop#p/u/2/bfDgqmRxVLY
you will find alot of Awesome Sauce footsies in there
Cammy’s Footsies are tricky. And that’s because her footsies aren’t great. Her footsies are generally pretty weak overall. You’ll never win a footsies game against Balrog, for example.
But footsies is NOT about hitting your opponent. Seth has a great article about controlling space in the Domination 101 Forums. The biggest fault anyone can ever imply from Footsies is that your goal is to hit the opponent. This is 100% wrong. Often times, you are just throwing something out, hoping the opponent RUNS INTO YOU. For example, with Cammy, I’ll always throw out Standing Strong from a distance where it’ll whiff, but only barely so. And then buffer it into the Roundhouse Drill. If you do it right, you’ll never hit the opponent, so the Drill will never come out. The only way it’ll buffer is if the opponent WALKS INTO IT or touches a button and loses to it. So then the Cannon Drill magically comes out and Combos.
Yes, the opponent can walk up and Block it somehow, but that’s not easy, and very rare. If they do that and you Drill and they punish you, they deserve. Straight up. They really do.
Also, another key about Footsies is purposefully throwing out moves that serve NO purpose. The more your moves all have a reason to be thrown out, the easier it is for you to get swept in return. If you are always poking with Low Forward, Stand Strong, Stand Forward, etc., the opponent who has good reaction will always be able to counter sweep you the instant he hears you press a button. Throw out lots of Jabs and Shorts, so it’s harder for the opponent to know what you are trying to do. With Cammy, as I mentioned in another post, use Short Cannon Strikes a lot. TKCS and jumping Short Cannon Strikes. Both of those disguise your true intentions.
The last part, and this is the part I absolutely SUCK at, is jut learning the distances. Really top tier players know how to stand outside your poke range and let you think you are close enough to make you whiff. My distance measuring, personally, is horrid, and that’s why I get baited in these situations alllllll the time. But if you can gt good at judging those distances, so you KNOW when you’ll whiff and when you’ll connect, your footsies will jump to that top tier level.
Anyhow, those are footsies philosophies to learn. That doesn’t really help you practice them, sorry. lol! But hopefully, it’ll give you a good mindset of what footsies are all about.
- James
noob question: what is tick throwing? and what are good strats using tick throws?
Tick throwing is using brief block or hit stun from a move to walk in and throw. Your opponent will probably be inclined to keep blocking when you start hitting them, so you grab them to take advantage of that. Mind that you can’t actually throw someone during blockstun however, so you typically use quick moves with little block/hit stun to do it.
Cammy’s most common tick throw setup is out of chaining c.LK/c.LP. For example, if you pressure the opponent with c.LK, c.LP, c.LK and they just block it… the next time you can mix it up with c.LK, c.LP, throw. Or c.LK throw.
Once you get the opponent afraid of being thrown, they may start doing things like trying to tech the throw when you pressure them. Then you can mix up with a TKCS (like c.LK, c.LP, TKCS), which will beat any attempts to tech and land yourself a fat combo.
It’s critical to Cammy’s game, since she has very little to discourage people from holding down-back. Plus, she’s good at it to boot since her foot speed is so high.
awesome! thanks for the response. people will fear my cammy
In order to have a good footsie game, one MUST have good normals. What are the characteristics of good normals for footsies?
- Fast (or short) start up frames. Example: :lp: :lk:
- Long active frames and or Range.
- Fast (or short) recovery frames or frame advantage on block
- Combo ability or Knockdown
Let’s look at Cammy’s available footsie options (worst to best):
Standing far :hp: It has 7 (s)tart up, 2 (a)ctive, 19 ®covery and -3 on (b)lock. This move is bad due to a VERY short active frames of 2. In order to connect, you need to time it precisely and the move is NOT cancellable into combos and its range is mediocre. If Capcom increased the active frames from 2 to 4 or 5, then this move will become useful but as of right now, you will whiff more often than not, whiffed = free punishment due to its LONG recovery.
Standing far :hk: This is Cammy’s 2nd longest reaching normal (HK range is shorter than MK, WTF?) It has 8 (s)tart up, 2 (a)ctive, 21 ®covery and -6 on (b)lock. This move is almost the same as s.far:hp: The 2 active frames is what made this move very difficult to use. In order to hit with this move, you need to be very PRECISE with your timing (so its range become irrelevant). You will whiff more often than not and once whiffed = free punishment (Long recovery). This move is only useful in very select situations, hard to build a consistent footsie around this move.
Crouch :hk: This move’s range is ridiculously short for a :hk:. it has 7 (s)tart up, 2 (a)ctive, 24 ®covery and -8 on (b)lock. And just as the 2 other moves above, it has TOO SHORT of an active frame to be useful. Even if your opponent is within its range, you will still whiff more often than not. Same as above, whiffed = free punishment (Long recovery). Only 2 things make this move slightly better than above is the knockdown factor (important in footsie match) and low block requirement.
Standing far :mk: This is Cammy’s longest reaching normal, it has 7 (s)tart up, 2 (a)ctive, 13 ®covery and -1 on (b)lock. This is a is a good long range poke move but it is ONLY OK as an footsie option because you CANNOT cancel (maximum 1 hit punish for low damage) and can be blocked high and low and no Knockdowns. This is useful against fireball spammer or when they try to jump back escaping pressure from Cammy.
Standing far :mp: 7(s), 4(a), 14® and -4(b). This move is slight better than s.far.:mk: because you can cancel into :hk: SA and it has 4 active frames so your opponent can accidentally walk into this move. But it has -4 on block so its punishable and unable to form an air tight block string with a follow on normal. You can use this move against whiffed blanka rainbow roll, bison head stomp, whiffed DPs or after s.far.:lp: block string, then you can throw this out to bait for a counter hit. Combined with :hk: SA’s knockdown ability, this is not too bad.
Crouch :mk: 6(s), 4(a), 12® and -2(b). This move is even better than s.far.:mp:. All the benefit of s.far.:mp: plus they have to block low and if comboed with :hk: SA for knockdown, it is the best footsie option for Cammy. Only bad part about this is most other characters (esp shotos) have better normals, this makes it very difficult to win footsie war against shotos. For example, Ryu’s cr.:mk: is 5(s) 5(a) 12® and -1(b). Ryu’s cr.:mk: is so good is because of its fast start up, long active frames and its range. When done at the same time, Cammy will ALWAYS lose to Ryu’s cr.:mk: Even Ryu’s cr.:hk: beats her cr.:mk: Ryu’s cr.:hk: is 5(s) 4(a) 28 ® and -14 (b). Because of the faster start up, it will also beat Cammy’s cr.:mk: clean every time if done at the same moment and it scores an all important Knockdown.
IMHO, if they shorten Cammy’s cr.:mk:s start up and recovery by just 1 frame each and maybe add 1 more active frames, Cammy will move up the tier list by at least 2 to 3 positions easily. This is how much impact one good normal will have on a character.
So only 3 normals are barely good enough to build an OK footsie game around:
S.Far.:mp:, S.Far.:mk: and Cr.:mk:
Wow, I knew deep down it was bad from how much Ryu drives me nuts but knowing exactly how bad is kinda depressing. Wonder about other chars though on their ranges and active frames. I should look it up sometime.
Dam wake up from a nap and so much information. You guys are great tnx a lot
Yup, that sounds about right.
I always said, that in Super Street Fighter IV, the only thing they really need to do to Cammy is improve just a tad few of her Normals. If Stand Roundhouse hit farther and faster and had slightly better priority, if Low Forward came out and recovered a bit faster and reached a tiny bit farther, if Low Strong could hit sweeps like it did in ST (vs. things like Guile Low Forward), she’d instantly be way more awesome. I think those three changes alone could put Cammy from upper mid tier to high tier.
- James
K gave it a good multiple reads(although need to look through that seth article still but for another time), I think I have a more general concept of footsies in general and in relation to Cammy. I was also right, I was doing it wrong lol. The one thing I’d like to know now would be basically, how do I apply this footsie game into Cammys play style? I’m not big on watching videos, mostly because I’m not very good at reading players so it’s not the best of help, but I have seen a couple and, maybe because like I said I’m bad at this, I don’t notice much of this footsie work.
My friend outright told me I wasn’t going to out footsie his rog and he’s my best sparring partner so that already makes me wonder just what do I have to do taking into account building a footsie game. I guess that’s more left for me to discover, we ended the night with him explaining to me how baiting Balrog’s sweep and relating it to importance of footsies lol.
Also if this post isn’t the best in structure I’m sorry but I’m still a little sleepy
tnx again