Other than the Heavy Kick Cannon Spike, are the other forms viable at all? What would be the reason to use LK, MK cannon spike (with EX cannon spike usually meaning a messed up ultra)
im not sure what other cammys use… but for me its been always HK cannon spike… im also curious of the difference between them… other than their different heights… HK gives you the highest hitting point…
EX spike has got enough invisibility to let you get out of corners… and deep crossups that you wont be escaping otherwise (where autocorrect doesnt work)… such as Gens j.mk crossup… it stuffs regular spike… and theres nothing you can do to reversal it (best option is to block)… OR EX Spike… it wont hit him… but cammy will fly away unharmed…
using a lk cannon spike for anti-air, you have a better chance of getting a trade. So you can get a free ultra.
I was just wondering if the focus attack can be a good anti attack?.(not absorbing, hitting with the actual attack to block their air attack) So far ive traded hits allowing me to hit them with a cannon spike or ultra at the right distance. Do you think its worth learning?
Are you talking about using the FA for anti-air? Overall I’d say no, not a good idea. If your opponent is smart, they can jump in with a late attack and mash DP which will beat your FA. If you FA people’s jumpins, they’ll start doing empty jump ultra. You should be using Cannon Spike instead.
It’s decent to use it once in a while, if you see they have a slow bloackstring. Like a Ryu player who jumps in to C MK to fireball; he can easily be trciked into a level2 FA crumple on jumpin, which is great damage
cpsike is always unsafe doesnt matter lk mk or hk so just go for hk since it has more range
ditto
use Both Focus and CS
Focus can also be used to escape cross ups
Yes but don’t forget that the dash is switch. Back is Forward, Forward is back .
couple of real n00b problems, there are a moves that I cant seem to punish on block:
- honda’s sumo head butt
- shoto’s low hard kick
- bison’s scissor kick
and I just cant block abels tripple punch/grapple thing at all …
I suck!
Variations of hondas headbutt is safe on block, some you can spiral arrow to punish. I’ve also had success with jumpback + late HK, making it connect on or around hondas neck.
Crouching roundhouse I find its best to focus absorb those and release right after connecting for a crumple then move in and do what you’re comfortable with.
Bisons light scissor kick is safe on block so a strategy is to move out of light scissor kick range and then you can easily punish with cannonspike on block. Pretty basic but it works and at that range you have enough time to react to whatever he throws at you.
Abel’s 3 hit thing, he can change the direction of the 2nd and 3rd hits to low or high so you really have to watch but if you block the first hit you can spam reversal CS to stop him in his tracks. Ofcourse he can get wise to your reversal spam and just bait you but eh worry about later when you can actually block his attacks. Don’t want to get trainwrecked by same thing over and over again.
cool, thanks
Be warned with abel if he starts the ex version of that move he gains armor and the spike has to be a reversal to beat it.
So, I’m pretty going to end up maining Cammy for at least a while. Thus, I have a few questions that I looked searched this thread for (by way of search engine–I don’t plan on reading the entire thread at the moment):
[list=1]
[]While I know Spinning Knuckle/Spinning Backfist/Quick Spin Knuckle is kind of a weak move, I’ve been wondering something, especially since it’s her armor break and the attribute thread doesn’t really talk much about the attributes of things: Has anyone ever bothered making list of what Spinning Knuckle goes through/is invulnerable to?
[]Similarly, and this is probably just me still not being all that comfortable with the Focus Attack system (though I’ve just started to force myself to FADC more since if I’m going to try to use Cammy, being able to use CS XX FADC -> CS will be useful), but I’ve noticed sometime that Cannon Spike also breaks armor despite not being an armor breaking move. Why is that? (The computer has also broken my armor at times with Honda’s Sumo Splash and Akuma’s Hurricane Kick [which I’ve noticed that Spinning Knuckle is invulnerable to].)
[/list]
I guess I’m going to have to start using Practice Mode now that I’ve finally decided to play as someone (since I figure that having an arcade-only character is probably pointless now). I just need to get used to do in TKCS on pad.
- seriously, dont use it (except ex on wakeup to avoid chip damage that will kill you)…it is slow and you can be jabbed out of it…if you look at the top cammys you never see this move being used
- Cspike breaks armor when its a reversal move
Thanks for answering the second question, but you didn’t answer the first question at all; I’m going to assume that translates to a “no”, though.
Like I said, I know that Spinning Knuckle is a risky move; you act like I’m going to be throwing it out all the time or even more than seldom. However, I refuse to believe that a move is completely useless. Even if Spinning Knuckle wasn’t/isn’t all that useful in the majority of Cammy’s match-ups, that doesn’t mean it can’t be useful in others.
It’s kind of hard to tell that, of course, if almost no one is bothering to mess around with the move at all, even in Practice Mode.
:nono:
Spin Knuckle is useless… its something you want to use every 30 matches or so… shotos can throw fireballs, recover and still have time to punish your spin knuckle… (unless you are a psychic and can do it at the startup of their fireball animation)
it makes cammy very vulnerable…
EX spin knuckle has got some cool invisibility frames… so you (may) wanna use that to escape corners and deep crossups on wakeup (Gen j.mk)… i honestly rather EX Cannon Spike…
Spin Knuckle properties:
-
can go throw fireballs… yet too slow (as mentioned) and can be stuffed by pretty much anything… (you are basically giving your opponent free ultra/punish/combo)
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armor breaker… to break FA… i never use slow spin knuckle… i use c.mk, HK SA (fast enough to multi-hit)
-
gives you free ultra if you land it… but SERIOUSLY! its not worth it… the risk factor is just way too high
again as i said … i honestly dont use it… only rarely… i used it to escape corners couple of times… (then stopped, because you still end up close/open to your opponent… i’d rather block and save meter)… and i once or twice used it for cheap chip damage win … (because i rarely use it against my opponents… it can take them by surprise so they end up blocking)
Thank you for information about the free Ultra thing.
Anyway, as responded in the post you quote, I don’t intend to use it all the time or even all that often; every 30 matches would be fine as long as it was effective more often than not the times that I did use it. It would just be nice to know when it can be used effectively, even if those instances are few and far between.
That’s all, really. I mean, if you’re going to have a main character to begin with, then shouldn’t you strive to everything about them as possible instead of just saying “oh, this is complete crap even though I haven’t checked against absolutely everything”? (Unless it IS actually crap against absolutely everything, but that’s almost a completely rare situation, especially since SF4 is relatively well balanced as much as we gripe.)
The only 100% useless move in the game that I can think of is Vega’s EX Mask removal. That’s it. If EX Spinning Knuckle already has some obvious(ly) limited use, then why not try to make an accurate list of what regular Spinning Knuckles “beats”? I understand not using it, but knowing when you possibly can use it is a completely different thing that seems worth knowing.
Oh well. I guess I’ll just check it out myself in Practice Mode. I might as well. If ends up being completely useless against everything under the sun, then I’ll gladly eat my words. I just want to know because I like Cammy, really.
Hey now, Vega’s Mask Removal distracts girls and girly guys with his gorgeous looks.
I like to throw it out Backhand every once in a while just for the sake of throwing it out, no guarantees.
It’s honestly, like what The-Olympian said, a crap shoot where you’re playing against the house. There’s nothing sure about it other from it’s safe on block… However, your opponent can still throw you out of it easily once you land, or use any attack (like an ultra!) to hit you out of it. If an opponent is focusing, they can dash out, or even better they can time it right so that it hits you before you stick your arm out. If you do the wrong backhand strength, you’ll fly PAST your opponent making the move completely useless and open you up to as bad as whiffing it.
The EX version is nice for the reason listed, but you can still fly past your opponent if he just watches you.