It depends completely on where they jump from. LK hits almost straight above you and can stuff crossups, MK is probably the best for most jump-ins from the edge of footsie range, and HK for people neutral jumping at that range or jumping from far away (not much reason for people to jump from that range but they do it). HK has a tendency to go under some jump-ins if you AA too early so be careful with it.
What do you think is Cammy’s best option(s) after a grab? I find myself dashing forward a lot to try and keep the pressure on, but was curious what everyone else has been doing?
Hi mates,
first of all sorry for my bad english.
I got a question.
I see this poonkgo: https://www.youtube.com/watch?v=IGr5tHdDlig
1:06, how can he executes dive kick so quick? Do i miss something?
Can someone help me?
He’s doing a Dive Kick at the lowest possible height. It takes practice. There are a few videos in the video thread about what it looks like, how to practice it, etc.
Off any midscreen grabs she doesn’t really have enough time to get back in and get a proper meaty (or any mixup really) if your opponent neutral techs. In the corner though, you end up much closer on your grabs so you can get a meaty s.MP or try cross up j.LK.
Yeah that’s what I mean you can’t get a proper meaty or mix ups, so what do you like/tend to do after a grab? Do you return back to neutral and poke, dash in, walk forward, walk back.
Tc is perfect to convert a cr.lp into good damage.
If you hit a cr.lp you should go straight into your TC or mix the opponent with a Throw up.
Another good option would be after a crossup. After the crossup cr.lp -> TC xx HK DP will deal a nice amount of damage.
cr. LP -> TC xx MK SA is also nice. Blahblah sacrificing damage for positioning versus HK DP. Can land Critical Art after TC if you really, really need to kill someone and/or have declared war on your own meter. TC xx EX Hooligan -> Divekick -> HK DP is good to have down. Using (dash forward if necessary) TC after a crush counter HK isn’t the worst idea.
Q: Did I set this up correctly? Wanted to test what I could do/get after a blocked cross-up LK. Went to recording options on block and set one slot to cr. LP and one slot to throw. Turned on said recording slots and then started going at the dummy with cross-up j. LK to cr. LP. If I set this up correctly and have properly timed my j. LK I should be seeing counter-hit cr. LP every time, yes?
Absolutely noth- Just kidding.
You can still trick people with regular divekick. You can pretty much always combo cr.lp after lk divekick and if you’ve been reading what cipher is saying then you get the point. You can also just go into another cr.lp and HSA to start your wake up pressure/mixup.
The strength of the divekick doesn’t change any number, they all have the same frame data. The only thing that changes is the angle. The “best” divekick is always going to be different depending on your positioning.
What are your go-to meaties for Cammy? Also what the hell am I supposed to do when a Ken(or Ryu, I think) is knocked down? The wakeup DP wins over anything I try.