It depends. You can do c.MK at a range where it wouldn’t normally hit, and buffer into HK Spiral Arrow, so if the opponent sticks out a limb, you’ll hit it with the c.MK and immediately go into Spiral Arrow. This kind of buffer is useful as to not waste resources or put yourself at any great risk
I will say that this game has different animations for a hit move and a blocked move, so it is easier to visually confirm if you’re really paying attention.
I cannot hit confirm from crmk its 2 fast and by the time i see the hit i have missed the window for the SA, im working on it tho. Crhp to VT is a pretty easy hit confirm
This is a more general question, but I have an issue with negative edge. It may be because I haven’t played Street Fighter in a while, but it feel like I’m getting more miss-use from negative edge. I’ll want to cancel a blocked cr.MK into a hooligan mixup, but get medium SA instead. Or I will want to cancel cr.MP into SA, but get hooligan. I’ll also get the wrong strength of spiral arrow because of negative edge from time to time.
I’m having trouble doing a TK divekick from the 2p side. I’m able to do it >90% on 1p but it’s so unnatural when you have to push the lever instead of pull. Does anyone have any tips?
You execute a special attack by inputting the motion and either pressing a button or releasing an already prressed button. The latter (executing a special by releasing a pressed button) is negative edge.
I don’t know what you mean by grip but I just hold the stick normally with it between my ring finger and pinky and the the rest of the hand on top.
The problem seems to be me going too far with the motion when I’m on 2P side. On 1P I can easily stop where I want to and do the forward jump whereas on 2P I sometime end up with a neutral or back jump.
Can someone test something out for me to confirm I’m making a mistake or maybe someone knows why this is happening. Go in to training. Setup Cammy VS Ken. Set wake up options for Ken to cr. lp reversal and try on wake up to counter hit with cr. lp, b+mp (her TC). For some reason every time I hit it the b+mp is whiffing after the counter hit but only when Ken uses cr. lp. I’ve set it to grab and mp on wake up and they all hit. I’m wondering if something weird is happening with his hit box when he gets hit out of jab?
Hopefully they fix this. Thought I was losing my mind after the third attempt in match I whiffed it. Is it better to switch to cr. lp counter hit standing mp or standing hp then for her since it whiffs on a few characters? I’m really liking the mix ups I can get after the TC but if this isn’t consistent on certain characters I’d rather switch to something else that works.
I’ve bumped into the same thing. It’s the reeling animation I think. I hoped it would lead to some sort of interesting frame advantage but considering your next best button is already st. MP > st. HP, it doesn’t :\
Cammy’s Dragon Punch.
The L version has 4f startup and 5 invincible frames.
The M version has 5f startup and 6 invincible frames.
The H version had 6f startup and 7 invincible frames.
The EX version has 3f startup and 10 invincible frames.
Cammy has a good throw range? My testing showed that she is only better than Rashid, Necalli, Gief and (surprisingly) Chun. Also equal to Ryu Ken and Laura, and worse than the rest, so mid-tier throw range. Although her walkspeed helps that a bit, most of the people with longer throw ranges are slower characters besides Vega and Karin. The differences were pretty minimal overall, although against some characters could throw her immediately after a jab while Cammy would have to walk forward to reach, which is a pretty significant difference.
If you input grab while in the air she will just land, although she does have some recovery.
I use light DP to AA. The other versions are slower, although they do hit slightly farther away jumps. EX DP is better saved when you want a 3 frame reversal.