What is the best way/most damage to punish a blocked dp?(Now i do a throw)
Safe and easy way : c.mk, SA or c.mp, SA (for lp DPs)
It works even when are pushed a bit too far to start real punishment (you can do big damage when they whiff hp DPs, happens rarely against ryu, more often agaisnt ken ^^)
Against hp DPs : (TK C.strike -optional-), HP, CS (and then depending on meter), FADC, CS, FADC, ultra
who’s “this” guy?
He must be talking about “ghost” inputs to prevent shorcuts for things like kara-tiger shot etc.
Seriously not that much of a problem.
I think c.mk, SA and c.mp, SA actually do less damage than just SA.
I use the s.hp, CSpike regardless of what DPs are used… sometimes it works, sometimes I’m too slow.
Hey I’m totally new to this. Can somebody explain what is lv1, lv2, lv3 FA? I know you press the MP + MK buttons together for the FA but I can’t seem to understand this lv1, lv2, lv3 thing. Also the FADC I have problems executing that correctly.
Cammy is my second fav character in the game (after Seth) and I wanna be able to play with her. I can do her basic moves but I can’t really combo much especially when it comes to FADC. You guys got any tips. I really struggle against Ryu/Ken players who just spam the hadouken and shoryuken combination. Forcing you to jump and then hitting you woth a shoryuken. The hooligan thing is too slow and risky. Quite tricky to do (EX version is better but the normal version is crap)
Any tips?
FA LVL 1 is when you barely tap the buttons, on hit it will not crumple your opponent, but can be used for a sort of instant parry as well as in some combos. LVL 2 is when you hold it for a second, on hit it will crumple stun your opponent. LVL 3 is when you hold it until it goes off, this breaks blocking and crumples.
FADC combos are just alot of practice to get the timing. You can avoid jumping at a fireball trapping ken/ryu by focus parrying some fireballs and dashing in, spinning backfist (pretty crappy), safe jumping, using dive kick to alter your jump angle, EX hooligan, EX spiral arrow, and some other ways as well. jumping should be used sparingly, because its easy against ryu to eat a jap srk-> ultra
noted again :wonder:,to the training mode to pratice all those combos’s
OK so for FADC should I just tap MP + MK quickly and then press back back? Is that hwo to do it? It’s just these defensive turtles and hadouken/shoryuken spammers that I have trouble against. They just do hadouken and then shoryuken. How can I avoid it and punish them?
Hooligan is a bit tricky to execute and the normal version is crap. The opponent can see it coming and counter. EX version however is good but I don’t always have bars. Help would be appreciated. Thanks Renahzor
To FADC an hadouken hold MP+MK like a normal focus attack, when the fireball hits you will absorb it, as it hits if you double tap forward or back you’ll dash out of the focus attack. Try it in training, record Ryu spamming fireballs and just stand there doing FA and dashing out of it over and over and you’ll get the hang of it. Its good for getting in close without jumping.
If someone is spamming fireballs you can stay away at the other side of the screen and do quick LK cannon strikes over them so you don’t move to close to your opponent.
Thanks Ixion. I’ll try that one. You know when a ryu/ken player does hadouken and then shoryuken over and over again making you jump/cannon spike and then hitting you with the shoryuken.
Cammy is a new character to me but she’s cool. I wanna master her and really punish these shoto characters.
How do I deal with tatsumaki senpu kyaku? Can I throw?
Hey, I had a quick question about something weird that happened to me against a Ryu and a Chun Li. Once in a while I’ll get caught in an ex tatsumaki/whatever chun li has… and sometimes, I button mash when I get myself into something like that.
Anyways, on to the point. While I was being hit by the ex tatsumaki I did spinning backfist. While Ryu was still spinning, I did the motion, but I was behind Ryu and he was still doing the tatsumaki. The same thing happened with Chun Li. Was it just a glitch or is does this actually work? If it does, I wonder what other combos can be broken with spinning backfist…
Cammy’s hit box is very funny during SBF, while spinning, the only part that can be hit is her head, her body and legs don’t have any hit boxes at all until the fist is extended ready to smack. I use the MP and LP versions in matches once in a while, I hate her HP version. It has the best start up speed but also has the most f*cked up hop where I can’t tell whether or not she’s going to cross over or not.
Hmm… I’ll have to figure this one out, but it’s not anything specific to Cammy. My friend has had this happen to him a few times without doing any moves! He gets hits by Ryu’s EX Hurricane Kick and ends up on the other side of Ryu just standing there, no longer in hit stun or whatever. There’s some glitch with those types of moves, just not sure what it is yet.
- James
Aww, for a second there, I thought I found a use for the spinning backfist…
I think this is caused sometimes from different ranges of the hurricane kick not counting as a combo, and you’re able to duck between some of the hits. at least im pretty sure thats whats happening.
It’s common knowledge that Ryu’s Hurricane kick is bugged and people randomly fall out of it.
BTW Crouch + Fierce(hard punch) beats it.
EDIT: The main thing that sucks about SBF is it can be thrown on reaction vs. a good opponent just like Abel’s rolls or worse yet ultrad on reaction. If we guess or do it for any thing other than predictable SA breaks or fireballs and the start up sucks so bad the opponent still has the advantage, in fighting games anything slower than .20 seconds can be reacted too, even less for a few people.
SBKnuckle has 37-39 frames so it is a useless move vs all but scrubs and pros who seem to fire ball spam, however it still has to be done by guessing which sucks unless you have an ultra prepared because the risk vs. reward is in your opponents favor if you guess wrong. ;p. Our ultra can be done on reaction vs. any fireball from the right range but at least I’m not even close to being able to do SBK on reaction and if I try it on reaction to SA I lose, Hooligan Combination w/ a throw is a better option. Though Hooligan Combination is even worse do to start up frames when your oppinent can counter it with a move or via holding down + back then jab you into his or her special ON REACTION.
quick question:
faced a cammy online today that continually overshot his ex hooligan throws then went into a throw, is this a viable tactic offline? am i forced to tech the following throw or get thrown? or can a jab beat out the throw because of recover?
input would be appreciated, i don’t want to be picking up bad habbits
Can you throw a shoto if he does an air tatsumaki senpu kyaku? Also is it possible to throw them out of a shoryuken while they are still rising?
you can crouching jab any hooligan while it’s still in the roll, so yes…you can jab it…
I believe there’s also a little bit of landing lag as well