Alright, sounds good. I’ll try it out. Thanks!
Edit: Oh sweet! Just tried it! Worked perfectly! THANK YOU!
Alright, sounds good. I’ll try it out. Thanks!
Edit: Oh sweet! Just tried it! Worked perfectly! THANK YOU!
ye as soon as u see the first hit , mash super or if u feel confidence as soon as u do the SA mash the super
Yeah, my main problem was doing 3 qcf’s when only 2 were actually necessary. I’m still working on timing, but at least I know how to do it now.
When you do it from a distance, do you have to do the whole motion on the first hit?
As far as i know you can’t cancel into ultra if you get only hit.(unless you juggle them with it)
And the best way to learn hsa super is not to mash but do clean motions of HSA then 2 circle button press.
Just buffer another QCF after the spiral arrow. If the SA connects, hit kick again to xx into super (since you already buffered the second QCF during the SA animation).
Yo, cammy scrub here. I was just wondering when to use TKCS out side of FA crumples. I have the motion down, I just have no idea when to use it.
The TKCS is generally a mixup in the throw game. Lets say you go for a block string, then tick throw. you do this enough to where they’re trying to throw break, but you go for a tkcs and they’re sticking out a low short or going for a standing throw. You landed the TKCS and can combo.
That’s the basic idea of Cammy’s tkcs game.
Ah thanks. My mixup game is kinda rough (read: non-existent), but I’ll try to work on developing it some more with this.
Alright… how do you approach Cammy’s game where she is shut out (and perhaps inevitably close in to finish?) . Like say, Guile or Ryu, they’re just holding downback and poking (or timing their pokes) waiting for you to mess up and punish. What tricks can I use? If I jump, I get shoryuken’ed or flashkicked or just simply poked by a jab or strong or something.
Do I just run away and go on the defensive? How do you play a defensive cammy?
I’m trying to learn to use Cammy’s normals. What good use is her Jumping MK, MP, LP? Jumping LK seems to be used to beat out air, and for crossups, but are there any other purposes?
How do you guys conceal your intentions? Right now, all I’m doing is guessing and, mashing (haha) and hope for the best. Sometimes it works 3 times, and they get stunned, and its usually quite hard for them to win. But how do you fight a person that seems to or already know Cammy’s tricks?
ye i wanna know that too, when ryu/ken/sagat gets the health lead (from half to down) and i have almost nothing left the game is just over
it really depends on the type of player your are up against. if they are aggressive, use that to your advantage. try and bait out srks and fireballs. if you do, that’s a free ultra and should help bring the match back to equal standing.
against shotos that like to turtle once they have a health lead, try to bait and then go in for throw mixups or a knockdown.
regardless of the type of player, spacing is key here. stand just close enough to where your can jump and punish (or ultra) fireballs and use cr.mp, cr.mk, st.mk & st.hk to punish pokes (a quick c.strike is great against cr.mk that shotos love to put out there). same concept goes for guile. punish his pokes, don’t jump and stay just inside of sweep range (free ultra or combo if he goes for the sweep). if you see him even walk forward for a split second, he has lost his charge and you can move in and attack.
if you are in the negative, don’t jump unless you know it will be safe (certainly against guile or any character with a dp).
How do you set up Air throws?
I count myself as new still with only a month or 2 of playing, but what I’ve found out is don’t try to set it up (especially if they have an air throw, because their’s are better). To me, air throws a good only when both characters are in the air, other than that just use your DP. Cammy has a good anti air, might as well use it while we have it. If I am wrong in this I’m sure the older players will flame me then correct me
cannon…spike?
If I see them jump, I usually cannon spike. There are times when an air throw is better. You kind of have to predict/guess. I prefer cannon spike to an air-throw.
Cammy’s air Throw is kinda slow.
Guile and Chun’s stuff it for free, but it gets some uses here and there. Hooligan air throw failing vs. Guile makes me sad.
Guile’s airthrow is GDLK…, I’ve been thrown out of hooligans, SBF (yes, its consider airborne most of its frames), c.strikes (ex too)… The only thing I haven’t seen Guile airthrow is her c.spike (her active frames last forever), but I am sure its only time before someone do it to me…
OT:
The match between Guile and Cammy is boring/grinding for me… basically the whole match is score that 1 knock down get as much life lead out of that then turtle if ahead… Sigh…
I keep getting greedy and thinking I can double-dip, try to get back in there, and get murdered. Booo.
I don’t wanna turtle the match away, but MAN, they don’t give a ton of options in that fight.
I’ve played Cammy to hell in HDR, finally picked her up in IV. One question:
How do people do the downward kick (Jump, DB + K in air) so fast and without barely jumping?
I’m able to do it without jumping but I’ve seen people doing it every second.
I started SF4 with Cammy on pad but decided to pick something else when I finally got a fight stick. I decided to go with villians in this game and ended up with Dictator. My question is how many of you guys are using square gate or octo gate while playing Cammy? I am not sure where I’m messing up the TK CS, I think I’m doing the inputs right but do I get random Cannon Spikes from rolling the motion too much or hitting the kick too early or late? Is it a little better on octogate stick or it makes no difference?