It doesn’t have to be a counter hit. I said it’s usually used in counter hit setup situations like beating out a jab as being blocked is a guaranteed -2 at least. If you mis space it or mis time it on a normal jump in you will most likely eat a jab combo if your opponent knows what’s up. If you are doing it non meaty you’ll want to do the dive kick right at the pinnacle of your jump arc (between frames 16-22 of your jump). For some reason you lunge down further at this timing which makes you safe and plus enough on hit to combo after. If you miss that window you will not be able to follow up with a combo and may be -3 or more if using anything but mk divekick. The video was showing the proper meaty timing and position even though it wasn’t a CH (who knows why it wasn’t blocked, but that is the meaty seatup for the divekick on slow get up to get the TC combo).
Not worth it at all, atleast not after a blocked j.k. Nobody will stand after a blocked jump attack unless they expect a throw and will do the stand throw, which you can punish far better than starting with a cr.lk.
If you do cr.lk, cr.lp anyway then try and use cr.lk, st.lp instead, it does 10 more damage and has a bit more range than cr.lp. If for some wierd ass reason they do stand then you should recognize that fact and the next time you get a j.lk and they block it, do cr.lk, st.lp, otherwise don’t.
Doing st.lp is optimal after a j.lk, it leaves you close enough for extended pressure and gives access to the most damaging combo after a j.lk. Another reason it’s good is because Cammy generally is TERRIBLE at using EX meter in combos, there is literally only 1 situation where she gets to use an EX bar and that is after her TC. So if you happen to land a j.lk and you have 1 ex bar then doing st.lp, TC xx EX hooligan xx divekick, uppercut is significantly more damage than cr.lk, st.lp xx SA.
j.lk, cr.mp is decent too as it serves as a frametrap, does nice damage, allows for easy hitconfirm and you can still pressure from it.
jiLK crLK crLP its a blockstring, and not only that, its a blockstring that hits low, which means you can do that to attack AND to beat mashed reversals at the same time (they get hit low by the crLK because they aren’t crouch blocking when mashing DPs).
EDIT: Oh, it also beats people mashing backdash with a combo and not with a lame ass air reset.
if you use dp shortcut…you won’t get caught by the low because its a true blockstring. Also who mashes backdashh after a blocked jump except against command grab characters.
I just think it’s a waste to go for that string unless you’ve already seen they are indeed prone to either holding back/up or backdashing.
I’ll revise my opinion though if i keep catching people with it. I personally use this string only after a dash when people keep holding back during a blockstring and after st.lk.
Have you tested it?
To my knowledge you will not since you can’t stop blocking true blockstrings. As long as you’re not standing up it doesn’t matter what direction you’re pressing.
That is not how a true blockstring works. If everything is a true blockstring you can hold downforward and you will still block the low.
I just tested it and cr.lk after a j.lk is a true blockstring if you hit it VERY DEEP, on taller than average characters it isn’t a true blockstring.
I literally mashed dp after blocking the j.lk with the shortcut motion and i’m still in blockstun, if the cr.lk after the blocked j.lk isn’t a true blockstring the dp comes out.
You can test this even better by doing a j.lk, cr.lp, cr.lk, see if the cr.lk hits you while mashing the dp, it won’t.
If you’ve seen the opponent tends to stand after a blocked jump in then yeah you should go for that. Also what Haztlan said is a good point, doing it against chararcters that have a qcf or qcb move that is invincible like Rashid and Karin.
I think it all depends on what you see your opponent do after a j lk. If they tend to block, then a grab would be better than a cr lk, if they tend to walk back a cr lk would be better, if they tend to late tech cr mp would be better to frame trap. If it connects jab TC or cr mp, cr mp is usually best. It just depends on who you are playing and how they are playing, so while cr lk isn’t the most optimal after a j lk it could be in certain situations.
yes, requires more setup time though so it depends on from where they jump and how fast you can react. If you are going to use it you should be looking for the crush counter timing so you can DPxxCA after.
And it seemed to be theme through out the set and other sets above 2200lp. I would play a good game for a round and then demote to scrub the rest. On top of these execution errors, dropped links, dropped cancels I started making recently starting to be very very annoying. Especially I feel I can beat those guys at that lp level.
When you are on offense you are the one creating the situations where the opponent is under pressure and has to take the guesses. You rode the momentum from beginning to end in firstround and basically forced the pressure by doing risky vskilss over and over as the ryu didnt have an answer. You put ryu in corner and it was done game. Iyou also got a blocked jump so in reality you take big risks to start offense. Once in corner you could harass him with your pokes and just wait for him to jump.
2nd round you didnt counterhit confirm the cr.mp, cr.mk link and cancelled into SA on block. That was the turning point. From then on you were forced to take his pressure and you didnt block or anti aired his jump. You did a wakeup cr.mk and you werent prepared for jump. Ryo got a dash up st.mp after throw which you didnt block but it was no counterhit.so you just didnt block for some reason. A surprise dash throw caught you and then you did a dp.
I would say its your lack willingness to just block that got you killed on top of executional error and the dp and not teching throw. In short its defense, not knowing when to press buttons, not having the dp as the got to anti air in situations a b.mp is too late and not being read to tech throws after a dash up.
The reason other games might end up like these is your defense not being up to par but also you having taken significant risks with her vskill and jump to start your offense. These all rely n the opponent their inability to stuff the vskill on reaction and their lack of anti airing. This isnt a way to play consistent and solid.
You are fine on noffense though it seems and when you’ve cornered the opponent.
Its just 1 game so i cant base it all off that though.
I didn’t know if this was the first match against this particular player or if you’ve already played more. If you had the read he was struggling under pressure and you could bullyhim then taking 1 or 2 risks to get in is fine as the payoff would be worth it. Especially if like you said the pacing was completely different in the previous match(es).
You basically pointed it out yourself already but you were cracking probably after that drop and then that jump happened. Staying calm and collected after something like that is really tough, 1 mistake after another starts piling up and just like that the round is lost.
You are absolutely right in saying that you should abuse anything if the opponent can’t effectively stop it.
It’s hard giving indepth advice based on one match where you were steamrolling him in 1 round and he steamrolled you in another after you dropped a combo.
Posting a complete set is probably more benefical so we can see how it build up.
@p1nkt1t5 I hope I don’t sound like a dick, but that whole game was a mess on your part even the first round. Here’s what you need to fix just from what I saw in the first round.
Spacing: You’re too far away in most cases and whiffing moves as you don’t know their ranges well enough. You need to get close enough to ryu that you can hit him with st mk, cr mk, but his cr mp can’t hit you. This is the range where he can only hit you with cr hk and fireball but that’s it. If he sweeps you get to block and punish with cr mk xx SA. If he fireballs you get to block/v-skill through it/ or jump in for a full punish. So basically walk in and out of this range throwing out st mk /cr mk to catch him or keep him locked down so he can’t move. Slowly move him into the corner where he has no where else to go but right into you. Don’t just stand way out and hit buttons one after the other in hopes something hits and when it doesn’t just go for a jump in from across the screen.
Block strings: You are using unsafe block strings especially against ryu. cr mp to cr mk has a 6 frame gap and leaves you at -3 on block. If you are going to go for string use a tighter one like cr mp, cr mp or cr lp/st lp, cr mp. This keeps you closer to the opponent if you are going in and gives you more options to mix in a grab. The cr mk after a blocked cr mp basically just means you are pushed out and he has the advantage. It’s not where Cammy wants to be.
V-skill usage: Just randomly throwing it out, especially after a negative blocked move, is unsafe. You have to use it as a read for a fireball or if you think they are going to late tech. The follow up after v-skill hitting is always st hp (not mk), if they block cr mp is the best option as it beats 3 frame jabs, but loses to DP so be mindful if they start dping during every block string.
F+hk: You got lucky here period. Consider it the randomness that caught him. Don’t just throw it out like that. You have better options.
Meatys: After a SA at :15 you went for a dash into b+MP, TC. This move is -12 on block. The better button is cr. mp after the dash into either another cr mp, st hp xx SA on hit or cr lp, grab, cr mp on block.
Neutral jumping for no reason. You have him in the corner, but you jump. Why? Keep him there with st mk, wait to see if he tries to jump out and anti air him. If he just sits there walk/dash in and grab him. You have all of the control in the corner. All he can hope to do is catch you with something or throw a fireball to try to push you away a little bit. So wait for it, make him whiff some moves, stay right outside of his cr mp, wait for the sweep so you can punish, wait for the jump so you can punish, wait for the fireball so you can v-skill and punish. Do anything but neutral jump.
st mk/cr mk repeat: These moves are pokes, not strings. There are both negative on block. If you spam them after being blocked you will be beat by pretty much any button they press as you are negative. The exception is only if you hit the tip and they don’t have a move that can reach you in time. So what you need to do is time them better. Place them with a little more rhyme and reason. Look for a window when you think he is about to fireball and stuff it with a st mk. If you throw out a st mk and they block it, see what they do, wait a bit, walk in and out. Once you get a feel of their tendencies, what button they like to press or what they like to do after a blocked st mk use that knowledge to punish them. Just don’t spam st mp/st mk then cr mk after repeatedly. It’s a bad habit that will get you blown up, especially by Karin’s.
The one thing I’ll say you did right in that round is you acknowledged he was only blocking near the end there and switched to grabs rather than sticking with the st mp/cr mk repeat strings.
Round 2: You missed timed your counter hit into the st mk. Cammy is unforgiving, so you have to be 100% with her as all of her enders have super long recovery. Hit training and practice practice practice until that timing is second nature. The good news is he didn’t take half your life for it like some Ryu’s would have. You missed your CS after the EX spin kick but honestly b+mp still would have traded there. Trust me it’s fast and saves you a lot even when you anti air late so use it instead against forward jump ins. It just can’t deal with deep cross ups, so you have to auto correct CS those. After that you got caught by the double dash 8 frame input delay move Ryus love to do. Next time just relax and block until you get faster at hitting a button like st lk or cr mp when you see that dash in. Sadly he caught you with another 8 frame input delay move again right after with the dash grab. All scruby Ryu’s use it because they can’t actually hit someone. Go into training and practice teching the grab after a dash. It will become second nature eventually. Once you get more comfortable with it you can start trying to counter hit it with st lk or cr mp. Now since you are playing Cammy you are already stunned and basically dead at this point. Cammy is basically a take two combos and be stunned type of girl so you have to be smart on your wake ups to not let this happen (ie sometimes it better just to block/v reversal unless you know you got a good read to do a dp/walk up jab). At this point the opponent knows you are panicking so the most important thing you can do right now is not CS. They know it’s coming. If you ever see someone mashing a light before you get up they are trying to bait out that CS, so don’t do it. Wake up with a jab or even a grab if they are right on you, otherwise just block and be ready to V-reversal out or be ready to tech a grab. This is why it’s so important to stay calm at all times when playing, so you can think things through rather than react in anger resulting in you CSing and eating a huge crush counter combo after.
Honestly you just need a lot more practice to learn the timing, spacing, and proper buttons to use with her. You got the right idea of coming here and asking questions to see what is wrong though. Asking questions is the first step to understanding why you are losing and how to beat it.