a whiffed air tatsu is definitly punishable by a throw. shoryu’s start too quickly for a throw to beat it.
actually, I believe there’s one frame where if you do a throw JUST right (completely random) it will throw out of a DP
I’ve done it to ryu a few times, and there’s a video of cammy getting SPD’d by gief, and you see the calligraphy splash of the cannon spike…it CAN happen, just don’t count on it
i allways assumed that was lag at work, but you could be right and they have a start-up frame or 2
That’s a shame. One more question. Is it possible for the opponent to tech an air throw? I know that if the opponent presses LP+LK at the same time while I’m about to throw them, they avoid the throw. Can they do this in the air too? How do I do the air throw during tatsumaki senpu kyaku (ground and air) I’ve tried n training but I can’t seem to get it to work.
I like Cammy’s air throw and I wanna be able to master it properly so I can beat my ryu/ken spamming friends. Jumping HK and air tatsumaki senpu kyaku are quite common air attacks for ryu/ken players aren’t they?
You should be able to do C.Hp since it will fly over you.
Gief’s command throw always starts up faster than DP. Also, Abel’s Ex Command throw can do it too.
Would someone please link/list all specials (EX inlcuded) and normals that have invulnerability frames and where if possible?
Also, dose Cannon Spike (normal and EX) have invuln properties?
I play SF on my keyboard (WASD).
Every move works fine except for Hooligan combination, how to input that?
I press ASDW+P or DSAW+P, Im trying so hard, but it wont come out =
Any advice?
*btw, tried it on SF3A and SSF2T, it comes out 1 out of 10 times…
D S A A+W+Punch
argh it still wouldnt come out, weird…
HI i also have aquestion again:)
1)From ex cannon strike i can do my combo’s 100% online,but when i try it with a normal canon strike it never works,
anyone know whats difference is between ex and normal that i can’t combo from it?(more frames to do?)
Yes, EX Cannon Strike has more frames of advantage than the regular version. However, the amount of hit/block stun for both depends on how low on the opponent the dive kick connects. Both versions should have enough advantage to combo into many of Cammy’s normals, like s.HP, c.HP, c.LK, etc. if you TK them / the hit the opponent in the legs.
I’m afraid I can’t really test it for you as I don’t have SF4 on pc, but here are some other things I would try.
D+S, keep S down move to A, pick S up, move to A+W+ P.
D+S S A A+W+P
ill try that.
Have any of you actually noticed a more forgiving input on SFIV compared to the previous SF games?
If thats the case, PC version of it might have a better time pulling hooligan on keyboard
Everyone’s noticed it. You’ll begin complaining when you realize it’s actually a crutch as opposed to helpful. Everything ends up overlapping and things come out when you’re trying to do something else.
^ this
Although it’s handy sometimes, it seems to cause me more harm than good overall.
Thats actually good on the keyboard.
I dont think It will harm me since keyboard is just about the 4 directions.=P
Good to know though, I hope Capcom will optimize the game to be played on keyboard. For example hooligan combination! =P Would be sick if ASDW+P is enough to make it come out!
SSF2T got too strict timing…I fail there…
Hey. I was wondering how safe EX TK is on enemy wake up vs a srk or rog jab spam?
Thanks:sweat:
NOT SAFE AT ALL… I ate countless ultras, wake up DPs, EX moves etc… My advice is DON’T.
Safest option is back dash.
However, there is one angle that a jumping EX TK(probably more usefull as you can do jumping backwards, or regular cannon strike can stuff a wake up DP on and even follow it up with a HP xx Cannon Spike.