Absolutely. You’ll get it in time.
can you still TK divekicks? I thought they got rid of that. Are people using any motion other than just j uf -> qcb?
You can instant air dive kick but it is HARD you’re basically fighting against the minimum height limit and how long the game will hold your input. I can get it maybe 20% of the time, but it is possible. From EX its cake though. Normal ones are tough.
Teldil, did you link the wrong page? That doesn’t mention anything about the tk cannon strike.
You’re probably doing it too early in your jump arc. If you do it later they shouldn’t be able to throw you out consistently. Try doing a few frame data tests in training mode to see how late you have to do CS so that you’re actually plus (also consider what version you’re using since they do have different angles and thus different frame advantage depending where you are).
Her angles in SF5 are a little different but compared to SF4 or previous SF games where she had the cannonstrike the overall use and functions are still in tact. It’s not like a replacement for a jump in, its an alternative that will strike at a different angle (and be harder to anti-air in some cases). It also has a ton of gimmicky uses as well.
Yeah I went into training to test it out when I got grabbed online the first time and was shocked to see how easy it was to be grabbed out of it on almost all CS kicks, so that is why I posted here as I’m not really seeing any effective ways of using it beyond whiffing to cross over or baiting out a DP from afar as if you mis place it, time it, or your opponent moves a little it’s not looking good (there’s just too many things running against you vs just jumping in). Like I said you can tap their shoulder or hit low/late like you said but then it’s really not effective as you’re not close after. Your opponent isn’t feeling the pressure when you’re that far out or that delayed vs the close up lk CS. Using this in your arsenal just seems to put massive breaks on your pressure game now is what I mean because of the free grab. I do want to see if you can train people to get used to block grabbing though and then switch to a hooligan into air grab instead as a mix up, but it still kills your pressure game after doing it and it would probably be better to just SRK into super if you have them trained at that point. All grabs, hers or theirs, seem to be her weakness. If you have any videos of it being used well let me know. Everything I’ve seen so far is people not realizing they can grab it after block.
EDIT: After seeing a video posted this morning it looks like it’s mainly used as a whiff punish and if not then only the ex version is used, which is safe from grab. I was using Bafeal’s BNB video to learn the setup originally, but those all get grabbed out at the ranges he shows. I just have to use it more sparringly and as more of a whiff punish rather than an upclose jump in it seems.
Curious as to why people make entire threads for this kind of crap, when it could easily just be a post in the Cammy general or really any of the other already existing threads.
My bad I thought if you had a question you post to ask it. I didn’t realize this is a different type of forum where you ask questions on other people’s threads. This is normally shunned on other forums I use, but thanks for the heads up. Is there a way to move the question over there?
Okay, so from my understanding, to get +7 on hit, you’d have to both hit at perfect spacing and activate at the lowest possible height restriction, correct?
What I mean is, if I do the lowest possible Dive Kick but not best spacing, can I get +7?
Or if I do the best possible spacing but not the lowest dive kick, can I get +7? I imagine best possible spacing without the lowest possible dive kick wouldn’t hit anyway.
Anyone know if both the perfect spacing and height are required for +7? Just the perfect height?
If you do the best possible spacing but not the lowest dive kick you can still get +7, but not the other way around.
Ok, thanks. I mean TK dive kick of course. Not jump forward and wait until I’m getting close to the ground.
K, this is what I see when I’m getting +7
Starting: http://i.imgur.com/sAlSmoV.png
Hitting: http://i.imgur.com/H8jP2aB.png
Is that the lowest possible height based on where it is starting and hitting?
In the guide, it says the highest positive you can get is +7 on hit and +1 on block. So that is your best possible outcome
Hitting. It doesn’t matter when you start the dive. All that matters is that you have to land just after you hit them. So you gotta space so that the dive will hit in the last frame possible.
does the starting position look right?
EDIT: NM, I’m looking at 3 different stills that don’t share the same first active frame looking at the height. Based on the set-up and I can land +7 on all of them.
Thanks this is exactly what I was looking for as far as hit position to be safe.
So I’ve been messing around with Cammy and there is something that is bugging me about her cannon strike. It’s supposedly safe on block as it is -2 to +1, but it seems to be not safe if they grab immediately after blocking. Even though you are +1 and have a 3 frame jab, their grab (5 frame start up) still works regardless of how low you pull one off as there are 2 frames or more before you hit the ground (you can tap their shoulder to make them whiff, but then you can’t really combo off of it making it useless). This has essentially made this move unusable imo as all the opponent has to do now is mash grab which puts you in a very hard place. The issue is your jab starts too late to counter it like in most other grab situations (something the developers mentioned as to why they wanted a 5 frame start up on grabs) so you only have three options here, two of which are not really favorable to you. Your first option is to tech the grab, only problem is if they don’t grab and jab instead you get counter hit like the developers intended (mostly advantageous for them as jabs tend to be safe in this game). Your second is to dash back, but if they don’t grab and hit a button instead you get counter hit like the developers intended by removing back dash invincibility (mostly advantageous for them again). Your last option is cannon spike, which beats the grab but if they block say goodbye to 50% of your life (The only true 50/50 in this situation). My issue is this move which is supposedly safe puts you in a rather precarious position. I thought the developers intended it to be used as a way for Cammy to get in that was actually safe on block and not just 50/50 safe. I mean was the jump in not unsafe enough with all of the anti air in the game? It’s not like the move can’t easily be knocked out of the air with that delay, so why make it so easy to grab it afterwords? To me this kills a huge part of Cammy’s game as once you cannon strike in you either have to tech a grab stopping your pressure or cannon spike putting you in a terrible position if they block. At this point it’s better to just jump in normally. IMO opinion they need to to make it +2 to +4 on block. When you add in the two frame landing that puts you at even or +2 at best. That would solve this free grab issue after a cannon strike. This way it would be the same as it would be for a normal jump in or maybe I’m just using the cannon strike wrong?
If I do a dive kick at the lowest possible height, but not optimal spacing, I can’t get +7, correct?
What I mean is, can I do TK dive kick at the lowest possible height and only be +6 due to the distance of my opponent?
Correct in your first question. In order to get +7 you just need a divekick to hit right where it hits in the second picture you posted. Spacing doesnt actually matter. But you are talking about instant air divekicks which have a FIXED minimum height,so there is an optimal spacing (and of course you need to use it) in order for them to hit low enough like in the 2nd picture to get +7.
So to answer the 2nd question,yes,tk divekick doesnt guarantee +7,if you hit them in the head you will even be at frame disadvantage for example,even if you do tk divekick.
Hope that helps
Are you guys generally able to confirm off of one hit? Like confirming cr.mk hit and going into HK SA, or confirming cr.hp hit and going into VT?