Also why do my posts keep coming up twice
it seems to happen a lot now… just delete the second post (under edit) and we’re all good. In a lot of cities, there’s a group of people that meet up on a weakly basis and play offline matches. That’s where a lot of players get their experience.
i think “post quick reply” produces double posts… therefore i always “Go Advanced”… :shy:
Trial Level 11–Cammy
Hey Guys…trying to learn how to play SSF4 period. Haven’t really every gotten into a serious fighting game…but I just got stationed in Korea and one of the RoK Marines keeps kicking my ass at this game…repeatedly.
Her trial is
j.hk --> c.mk --> h.spiral arrow into Spin Driver Smasher
I can get the j.hk --> c.mk --> h.spiral arrow consistently…but can’t combo into her super at all…
any tips?
I’m doing it like this
(jump-in) j.HK > (land) c.MK x QCF + HK xx QCF + HK
but that last “xx QCF + HK” never does anything?
Also, I’m a street fighter noob…should I use someone besides cammy to learn with? He’s always using Ryu, Ken, Genkou or Akuma…
Edit:…just landed it once…but it may have been a fluke.
Make sure you cancel the first hit on the HK Spiral Arrow into the super, if it does 2 hits, it wont work.
It takes practice but you’ll get it soon enough.
Well that’s good that he only uses those characters because once you get online that is all you will fight. I too am very new to the fighting system of (S)SF4 and my best advice would be pay attention to the timing because it is very important and also practice practice practice as far as trials go. For fighting start paying attention to his mistakes and you can eventually get to the point where you can punish him. Try to bait out his random moves if you notice him doing some. EX SA goes under fire balls. EX Hooligan is a nice surprise because it’s so quick and has the ability to put you in striking distance even if you don’t land it. Also just learning Cammy’s tricks in general will help you. It’s all practice. Don’t get discouraged because I’ve seen it even for the most seasoned veterans of the game. A lot of good Cammy’s have moved on or thought about moving on or just get pissed on a daily basis. It’s a struggle with Cammy sometimes but that’s what makes her worth it. Keep it up man and good luck!!
Thanks for the input guys! We played a bunch of matches tonight…him winning about 80% of them but it’s all good. I really really hate the PS3 controller, so we ordered some madcatz fightpads…maybe those will help some.
Reading the forums…it look like a lot of people spend a lot of time in the Training Room…I def am gonna have to get more disciplined and put in some repetitions.
1:30am right now and I need to get some sleep…but wide awake…ah well. Anyone that is in Asia (South Korea preferably), hit me up and we can battle! Picking up my own copy of SSF4 tomorrow!
The MaCatz fightpad will help a lot. I used to use a one of those before switching to stick.
Question:
In training mode, is there a way to set the dummy to specifically do reversals after a knockdown? Thanks.
Haha someone’s officially addicted i see
Very much addicted…I don’t buy too many games anymore. Haven’t really been addicted to a game since Fallout 3…and haven’t played Street Fighter anything more than casually since SSF2 on the SNES…so I have some catching up to do.
What I do is: unpause, mash the input and pause again
It only works for non-charge characters though.
Thanks.
octogate
is it true that a ocotogate is better for cammy?
thanks killerbees
TKCS deals no difference in damage from the light, medium, and hard kick versions. Therefore, there is no reason to use the hard kick version over any other version, for any purpose. So there is no benefit or detriment from using either of the kicks for the tkcs. HOWEVER, in the event that you accidentally mistimed the tkcs and it happens to come out as a CS, then it certainly matters which kick you press. If you use hard kick and CS accidentally goes off, you have a longer time to recover as opposed to the light kick version. So in terms of difference, the light kick version will be “safer” in the event that you mess up.
When I’m up close I go for HK TKCS. When I’m far away spamming TKCS I’m using LK.
What is the exact difference between the two? I’d guess it’s a subtle change in angle or something but I’m just curious as to the actually difference between them as far as application.
As far as TKCS goes, it doesn’t matter which kick you use. HK moves her slightly more forward than the other two. Slightly. So maybe in close range, you’d opt to use HK to hit slightly more deeper than lk/mk. But really, it shouldn’t matter. Any of the versions get the job done.
However, during footsies, when you want to use a dive kick to close the distance, then it REALLY does matter. LK c.strike sends her at a steep angle while HK c.strike sends her a more wider angle (mk is in between). Depending on your opponents positioning, you should use the right dive kick to close the distance (i.e. use the dive kick that will move you closer while still maintaining space between you and your opponent). You should also use the right dive kick when you’re being zoned with fireballs; always maintain spacing so you wont be punished by your opponent for jumping.
Learning to get the feel for which dive kick should be used when is vital. I hope that answers your question.
hi guys,
how is the input for the autocorected dp?
thx