Question: How do you successfully perform Hooligan Combination > grab when the opponent is crouching.

I’ve tried several options (EX Hooligan grab, normal, fierce, weak) and I was not able once to finish that grab. Is it only when the character is standing tall?

What are her options when you do a Hooligan combination and the enemy does nothing and is just blocking low?.

Just practice CSpike FADC CSpike. Its actually quite easy. I can actually do this on pad. It takes a couple of tries, but I’m sure you can do it. In vanilla, it did a solid 300 dmg for the efforts you put in it. In super, it does 200 dmg… It isn’t bad, but it works as a hit confirm, and essentially makes CSpike “safe” in some situations. I still do it…

CSpike FADC Ultra, I feel, is harder than Ryu’s SRK FADC Ultra because, you just have a small window to do it in. While it isn’t crucial, every amount of dmg matters and it can be a game ender.

Answer to question 1) Yes. Hooligan Grab only works when they are standing. If they are crouching (holding downback) it won’t work. Rarely do you use hooligan. Only as a surprise or on reaction/prediction for fireballs. (ok… It also has some use if they’re using Focus Attacks one too many)

Answer to question 2) You can let the hooligan slide come out. If you do, You are then at -1 frame advantage. Nothing really punishes you. OR You can cancel the hooligan throw, into a normal throw. WARNING: Any player that has experience with Cammy’s moves will just punish the heck out of this move. It takes a while for the slide to come out, at which they will - SRK FADC Ultra, Sweep, (Zangief, THawk, Grapplers) backdash (or neutral jump) and Punish with something like Ultra 1. Any crouching Jabs or normals of the sort will stuff the Hooligan. - In short, use sparringly, unless the opponent does not know how to get out of it.

thanks! I was afraid about that answer in question 1 I guess I wanted to do an option select doing the bnb cammy has and mixing it up with the hooligan combination. Now that you told me that is not possible vs a crouching opponent, I guess I have to rethink it again.

on wakeup they cant crouch… very popular setups are:

forward throw -> mp hooligan… guaranteed grab but reversable… in certain matchup its really really useful… like Balrog… and Abel…

another popular one:

cannon spike -> hp hooligan… if they quick rise its guarenteed grab… same as before vulnerable to reversals…

it does less damage compared to vanilla… but its your safety net… if you screw up a combo that ends with hk sa (missing those 2 frames/1 frame links)… you can FADC out… or IN for another throw/tkcs mixups…

also it makes CS safer… but honestly… FADC is crucial for landing Ultra… your primary method of landing ultra is CS->FADC->Ultra… even with the damage nerf i honestly believe, its the most crucial method of landing ultra1…!!! because you can combo into CS then fadc Ultra…

(most of the damage even without the full animation is at the last hit of the ultra juggle…)

bottom line… fadc is still an important part of her game…

and i cant see myself playing cammy without ever using FADC… :sweat:

the other day i was using the forward throw > mp hooligan setup and there were a couple reversal moves that whiffed completely on it. i don’t remember the other but i’m positive that i saw an ex psycho crusher as a reversal just pass harmlessly below me.

Ok, is there some trick to crossing up with j.lk? I can get the crossup hit but any follow up combo is too slow and gets blocked.

Random p.s. As a former Juri player I am loving the non-crapness of Cammy’s U1. I think I’m going to marry those invincibility frames at the start.

You gotta hit their shoulder blades later in order for it to connect as a combo. Cammy’s U1 is pretty good stuff especially against anything that needs horizontal distance quick.

Got a few beginner questions if you guys don’t mind.

  1. Someone might punch me for asking this. Are all arrows unsafe on block regardless of distance? I feel that all are unsafe, but then sometimes I see people get away with it by not getting punished. The only safe way I see is if you FADC it like Ryu.
  2. Is Backfist safe on block?

Thanks in advance.

  1. Arrows are safe if they hit at the very tip of Cammy’s boots (ie: at the very last active frames). You’ll have to space yourself very very well to even keep the lk.SA safe.
  2. Yes.

Okay, Mingo was faster.
I thought HK SA was always unsafe, but it’s probably because of it’s range.

The problem is, that if you do a SA, you’re likely to block afterwards. And because of that you’re likely to get thrown. If you do mash CS after the SA and the opponent blocks, you probably eat a ton of damage.
So, watch what your opponent does and act accordingly.

FADC the SA is good for adding more pressure or - if you have nice reflexes - saveing yourself, if you missed a combo.

If spaced correctly, hitting with the tip of SA should push your opponent back slightly, so he’ll/she’ll be outside of standard throw range. Plus if you spaced your SA perfectly, you and your opponent should be about even in terms of frame advantage.

Math Fighter:
lk.SA is active for 19 frames, has 4+5 frames of recovery, and is -17 on block. 19 + 4+5 - 17 = 10 frames of block stun. If you hit on the very last active frame, 1+ 4 + 5 -10 = 0 frame advantage. I’m pretty sure this is correct. Someone else good with maths can confirm.

Question: If I dash and then immediately do tiger knee canon strike I sometimes canon spike because of crappy ssf4 inputs. Does anybody else have this problem? How can I prevent it from comming out?

Thanks!

Ok, I’ve hesitated with asking this for a while because it’s just the type of basic or foolish question that gets ignored… but I can’t hold it in any longer. This basic bnb combo - cr.lk, cr.lp, cr.lk xx HSA - is driving me insane. The SA only comes out about one in seven times, and I cannot for the life of me figure out why. I’m not doing it too fast so that it stops being a link - definitely - and I can do equivalent or harder combos with other characters without a problem. Does it just have to be a super-fast cancel? Is there a precise timing point?
Thanks in advance… (I hope)

cr.lk, cr.lp (pause) cr.lk xx SA

you just have to get the timing down between cr.lp and cr.lk. when i first started to practice the combo, i would double tap jab to help me with my timing.

this happens alot to people, you basically need to return the stick to neutral after the dash, and then make sure that when your doing your qcb that you DON’T go to df at all, because of shortcuts any forward input, any down input and any forward input combined = dp. so the game reads df as forward, down as down and then because of the input buffer window being so large it will read the uf as the last forward input and read dp.

Anyone got tips how to deal with back+down jab spammers?

Cannon spike.

Throw setups.