i just had a question about her ultra II, i wanted to know why it goes unused? i mean it should be really good vs rufus match ups but i really dont know…so if you guys could give me some insight…
there are two things that i do:
Vs regular crossup standing position:
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Cannon Spike on wakeup:
just do regular dp motion and delay the kick press… cammy will Cannon Spike to the other direction… deep crossups cannot be auto-corrected by CS
its used in specific matchups… as you mentioned Rufus… and other popular ones like VS Viper, Cammy and Guy…
its just that U1 is more versatile and not as risky! (guaranteed damage):
- as a punish (reversal)
- comboable Ultra
- goes through projectiles
only really good for a handful of matches, primarily against characters with a lot of ambiguous cross-up shit like akuma, rufus, viper and gief.
Cuz you die for guessing wrong. You die.
This makes sense. Especially if you mess up a TKCS input from far away worst you’ll get is a LK C.Spike which will be much harder to punish from a fullscreen away. I’ma try this from now on, thanks seiku
Just playing around with Cammy a little recently, could she juggle after Spin Knuckle in Vanilla?
thanks for the help, i spent some more time in training mode to understand her first ultra, the only thing is…i dont like the fact that if you combo into it, you dont get the full animation unless you use her ground cannon strike into it…i i dont get why that works either…
any tips for the gief matchup?
i play a pretty good gief and i’m not a “day one” cammy, but this is my most troubling matchup. i know not to apply cs pressure because i’ll get “OH YEA’D” all day so i try to stick back and poke, but for one reason or another, i always lose. any advice would be much appreciated
Try baiting the Spinning Clothesline time to time with a really late CS. Obviously this can be caught onto by having a late Spinning Clothesline. You can also do TKCSes and backdash to bait his SC so you can do your Ultra on reaction (assuming you’re using U1). Also late j.lk crossup stuffs SC I’m pretty sure.
Also it might just be me but throwing Zangief is always a mindfuck for them.
What other problems are you having? What do you find yourself getting caught with?
I tend to keep them away also with S. HK and C. MK. When they jump and I’m mind prepped for it I try to let the C Spikes go. If I’m not I try to dash back so I don’t get SPD’d. I hate this matchup since it’s boring to me. I kind of have to play T Hawk this way too.
@Geoff The Hero
here’s how my matches with gief go. keep him out with fs.rh, i mistime it and get hit with gief’s j.fp and then he’s in. then i crack and try to apply pressure and get hit by oh yeah 20 times [btw, lariat seems like tradefest 2010 to me] then he gets the knockdown and i get crossed up with a splash and i block correctly but then i’m in his mixup game. either he’s gonna try a blockstring combo or spd. i automatically try to backdash for fear of spd then he gets the combo into ex green hand
idk. it might just be i need more practice, but this matchup reeeaaaally bothers me. it’s a roadblock. just hope i have this matchup down before the next tourney i enter
The good thing about his splash is that you can mash the fuck out of DP and the auto correct pretty much gets it all the time.
If you’re getting hit by lariat a lot, either slow down your attacks from your jump-in or just TKCS BAIT before wakeup and backdash (but like VJ Sann said you shouldn’t be rushing him down unless you’re ready to take a big-ass risk). If he has you in his pressure game, it’s really shitty for you, so you need to really understand what kind of Gief he is. If he just does a combo and gets back to defense, just try walking back after the combo. However if he’s the type to always go for SPD, then make sure you’re either out of range via backjumps or hell just mash DP if you’re confident enough. The good thing about jumping back is that if you see your opponent try to tag you on the way down, you have EX Cannon Strike to simmer him. Don’t constantly jump back, don’t constantly backdash, and definitely don’t constantly DP-- you gotta mix it up before he catches on and retaliates with a beast move.
For your poking game: For the most part though, you wanna stay outside of SPD range, but within your poking range. Keeep your reflexes up because the best thing for me in this match is to react and not predict. Don’t get into predictable poking patterns, because Green Hand will beat it outright, and Zangief jumping in during your s.RH equals pain. Be patient, anticipate the jump in with DP. Know that as long as you’re at your ideal distance and you can think fast enough, Zangief cannot get in to do damage.
Hope that helps!
Sometimes it’s known to put you in a really shitty situation though, and by that. Gief is huge, so like you lose if you mash DP out too much, you could air grab him though, it’s a bit safer.
Well the goal is to not jump in on gief, or not even get in close at all. Your defensive game should revolve around standing roundhouse. TKCS is just not good to do against Gief at all because of lariat, or worst, the Spinning Pile Driver. Not to mention armored running bear grabs and… well the list goes on.
Once again, it’s best just to keep Gief out with pokes. If Gief has you on life advantage, than that just makes the work way harder. Cammy with life advantage means the work is cut out short for you, since Gief has to come to you, instead of the other way. Standing Roundhouse is good for this.
Minimal distance standing roundhouse. Best Anti Air ever if you doubt you’re going to Cannon spike him in time. mmmm, still I feel like I just repeated what you said.
What do you find the best setups for the j.lk crossup are? Does anyone have any tips on timing it correctly so it hits low enough to combo into other than practice? I’ve been trying to incorporate it more, but it seems like every time I go for it, I just end up getting thrown.
Ok so option selecting is something I still don’t have a grasp on. Is there a thread someone can point me in the direction of to better understand it. Or something?
Sweet thank you very much!!!
It’s all just learning distances. If you are being Thrown, you aren’t distancing it properly and are jumping from too close. You gotta aim it so that you land on their head.
The best places to use the Cross-ups are after a Throw (Forward, Back, or Hooligan). That way, they can’t move so if you distance it right, you’re gonna land it. Another really good setup is to just do any standard Combo into Roundhouse Drill and hold Up+Forward. If the opponent quick rises, you can usually land your Cross-up on them perfectly.
- James
I was wondering is there a way to do here Tiger Knee cannon strike with a regular controller…and is it really that effective…
j. lk cross up? It’s best to do it on wake up, as part of Cammy’s mix up game. Just practice knock down’s into cross up’s to get into it. Then after that, practice it into doing cr. short cr. jab cr. short link hsa. Then when you have that down you can get into the creative options from there, my favorite being fake cross up (doing Cammy’s j lk early so it hit’s infront of them) into tick throws or cross up into tick throws, what not. Good options, she has a shoto-ish jump in my opinion so if it helps, treat it like a Ryu or Ken cross up.
Same motion on D Pad. :d::db::l::uf::lk: as for it being effective? Absolutely. Cammy need’s to keep pressure on, she has speed yes, but TKCS is the best way to play her. It’s a safe option to build meter without getting hit, you can meaty it on an opponent’s wake up, it’s like Rufus’s instant dive kick. Not to mention the EX version gives you a free shot at ultra 1 if it hit’s. You could also use TKCS as a way to bait out SRK’s and ultra if people think it’s unsafe, so it’s a really good tool to have. Problem is, personally, doing it consistently.