you can use it to punish some slower moves. off the top of my head:
-mika’s charge kick
-cammy’s hooligan
-birdie’s leap command grab
-vega’s wall dives as he’s coming down
-nash’s air to ground flash kick (never actually tried it, but don’t see why it wouldn’t work)
of course, follow up with a DP for solid damage. if you have super, you can toss that in for about 450 damage and some sweet v-meter.
basically you can use it as an AA and when you score a CC, follow up with a dp for good damage.
Hey guys, not strictly a newbie here but I have been running sets with a friend and came across a few gaping holes in my game im looking to improve on, and some of them seem like some basic stuff.
When I eat a knockdown and I get meatied is there much I can do about it? EX spike seems to get me out of a few of them, but none of the other spikes seem to offer me that glorious full body invincibility that ryu players enjoy , is this correct or just my assumption?
Im having a bit of trouble getting around plasma footsies, and my friend is onto my spin knuckle game, and patient enough to make me eat a shoryu if i try to get fancy with jumps. My only recourse seems to be slowly pushing them into a corner to open them up. Feels like there should be SOMETHING else up my sleeve to threaten more.
I think thats all ive got right now, but my brain is a bit blasted from a 4 hour set. Thank you for any help or ideas you can provide
All of Cammy’s cannon spikes are invincible. You should not be getting hit out of them. It’s likely you’re messing up the input or not doing them as a reversal. As a side note, you also v-reversal a meaty to get away from the pressure.
For the plasma, slowly pushing them to the corner is probably your best course of action. Trying to get over the fireball too often with spin knuckle or jump is risky and, like you said, is the fastest way to get uppercutted. Of course if your buddy makes a mistakes and throws one at a bad distance, punish him for it. Also ex spiral arrow goes through fireballs.
Long sets are good cause I think it more blatantly exposes your bad habits. If you have any other questions, feel free to ask.
are we sure about the cannon spike? https://youtu.be/bFvlxDSO6-Y?t=76 watching the video looks like it still possesses a high hit box, and the lower hit box is all the invincibility we get. with the exception of the EX which seems to get that full body invincibility
Looking at the video, Cammy’s hurtboxes clearly go away completely for all versions of the Cannon Spike. The hurtboxes are the green outlined boxes. Set the speed of the YouTube video to 0.25 and you will be able to see it more clearly.
For fireballs dont he afraid to neutral jump over them. Just take a step and neutral jump step neutral jump. Over and over, they will be conditioned that your not going to jump at them and you are slowly closing the gap. You can either jump at them. Depending on their skill they may just dp for no reason giving you that opening you needed. Its something i havnt been seeing much of in this game for some reason… Its still a very viable tactic to mix it up.
What they are doing is quite effective againat inexp players who do not understand how to play neutral. Trust me I know because i went to silver back down to bronze cause i kept losing to stupid tactics like that.
Things you should know, (1)Cammy does have much health, so you do not want to get hit by that dp. (2) Ryu will out damage you with random hits. (3) you have 99 seconds to beat this tactic. (4) Super is very good. Dont waste ex meter unless absolutely needed.
Basically if Ryu starts doing that, walk him down to corner. Just block the fireball. Dont know why people are telling you to jump over it, if you can jump over it you might as well use your vskill. Eventually he will jump forward. Anti Air with CS. From this point you backdash to a range where you can reaction vskill fbs or cs any jumpin. You are now playing neutral with a life lead.
Basically if he, dares to throw a fireball, vskill combo, backdash to jmp/fb reaction punish range. If he jumps in range of CS, CS and backdash to jmp/FB reaction punish range.
If you are feeling yourself a little, you can bmp anti air and go for a mixup and repeat the above.
Eventually some will want to engage on the ground. Others will get destroyed. Very few will destroy you. Also super any fb they dare to throw at you when you have it.
Specifically a meaty st lk is used to land a counter hit if someone hits a button. If they don’t you can follow it up with what Necro stated above which is optimal in close up situations. For example st lk has very little pushback so you can grab immediately after without walking, whereas a meaty jab or mp you would need to walk forward. So the basic idea is if you have an opponent who is doing a slow recovery or in the corner you time it so the st lk hits meaty. If they hit a button you can go to cr lk st lp xx SA/CS. If they block you can go for grab. Now lets say they tech the grab, that means they are teching early and not late. You can blow this up by doing the same setup again but walking back after the st lk, they will whiff the grab and you can hit them with a st mp, st hp combo. Now lets say they block the st lk but walk back to avoid the grab, next time you can do st lk to cr lk and they will be hit low while walking back. You can follow up with cr lp xx SA/CS. Last option. If they block the st lk, but jab you out before you grab then next time do st lk to cr lp and it will counter hit them as it’s a frame trap. These are the basic setups for st lk. Besides those uses it’s a really good button that has a hit box that extends rather far in front of cammys hurt box so she can stop certain lunging attacks quickly. Using it to walk up to a person while spamming it can sometimes allow you to get in.
Practicing to beat what beat me in matches. For example Chun’s St hp was a problem for me so I kept trying different setups to beat it. Sadly I only found st hk beats it if they do two in a row otherwise it’s pretty hard to beat. That button is ridiculously good. I also have issues with visually confirming birdies EX dolphin dive at close range. My go to when he leaves the ground is st hk or b mp but it’s too fast so I’ve been recording random sequences with that thrown in to train myself to neutral jump when I see it. Stuff like that mainly.