I fought my first good Dhalsim last night and was promptly obliterated. I had some very limited success using LK Spiral Arrows to catch the extended limbs at max range, but the recovery on teleport felt much faster than I thought it would be. My standing jabs got stuffed repeatedly by teleports behind me, and trying a dp made it either whiff by Cammy not turning around in time to face Dhalsim, or get stuffed entirely by his midair HP. Anyone out there with some more experience have any information? I couldn’t tell in just one match if it was my poor timing or if you just have to watch for the teleport, block high, and wait for an opening.

I don’t understand. If Dhalsim teleports behind you during jab strings, that should be a free big punish for you. Be more mindful of teleports and punish accordingly. I would go for cl.HP

As for dealing with Dhalsim, it’s a bit of a pickle with oki so readily destroyed in this game. Make use of EX Divekick to change your jump-in trajectory if he likes using his short normals as anti-airs. Learn Dhalsim’s frame data, as well. You need to know what’s not safe or what’s disadvantageous so you know when to go in. Whenever you’re left plus, go in with frame traps (Jab strings, or cl.HP > cr.MK xx Dash Cancel Spiral Arrow into Throw/More frame traps)

Edit: What the hell? You can cancel Hooligan into EX Divekick? Go do that.

Thanks for the reply, Krackatoa…he wasn’t teleporting during blockstrings, but from half or full-screen after chucking a yoga fire. I’m familiar with this mixup (conceptually speaking but haven’t run into it yet in this game) and was out of blockstun by the time the teleport happened, so I was trying a standing jab to swat him out of the air before he could start a combo on his way down, and was getting stuffed. I guess I just must have timed it poorly; it seems like Dhalsim has much better mobility in this game than SF4, and I probably just wasn’t reacting fast enough.

I remember fighting you on PSN the other day, and you used Zangief? Could you maybe shed some light on that matchup? Today I fought a point Zangief for the first time, and he was whiff punishing my st.MK with SPD. I would swear at one point, he also SPDed my Spiral arrow while it was still active. HALP.

Nope, wasn’t me, I’ve never used Zangief online. I have fought a few good ones, and am totally aware of what you’re describing though. His SPD range seems to be increased drastically if the opponent is throwing out a poke, and I wouldn’t be surprised if he could SPD Cammy right out of a spiral arrow, although I think it would have to be at startup or at the very end since she’s airborne for most of the animation. I’ve had some success with baiting lariats by empty-jumping toward them, then punishing with a low chain or raw super. On the ground game, I’ve found 'Giefs like to throw out standing LK or MK into the chain to play footsies, but Cammy’s standing MK range feels better, so I keep my distance and whiff punish with far MK xx HK xx launcher and go from there. I’ve also been able to punish the banishing flat (green hands) with standing LP, but that might have just been the opponent using the wrong strength version, I’m not sure. A good Zangief will put you in 50-50’s often becuase you have to guess between SPD and lariat, but the good news is at least the SF4 vortex is gone now thanks to the roll.

Good luck! :slight_smile:

How does anyone feel about the Hugo Cammy match-up? Maybe it’s just the online scrubfest on PSN, but I felt like Body Splashes get beat clean by A2A Roundhouse which puts them in enough juggle for St.FiercexxRH Cannon Strike. That’s a lot of health gone on even a big character. Besides that, it’s really all about what type of Hugo you’re playing with ground Hugo’s losing out to st.RH and Forward (unless they’re wasting meter on Super or EX Lariat), or if they’re in the air I felt that they were less of a threat.

I don’t know, but to mean I feel Gief is the harder match-up 100% of the time because of that ridiculous SPD range.

I was wondering what my fellow cammy users have been doing vs the beast that is kazuya… I’m not quite sure how to fight him at all . i get punished for doing just about anything it feels like with mist step etc…

Attack with cr.MK and Sweep. Don’t use far.HK, as Mist Step goes through it. Know what strings you can mash MK.Cannon Spike in. Know what moves you can do raw Launcher through, since it has lower-body invulnerability (I think it eats through his whirly-bird low kicks). I think you can use cl.HP > cr.LK > Hit-confirms or whatever to stop him from mashing miststep through Cammy’s regular frame traps.

Generally a lot of cr.MK xx Special Dash Cancels into point-blank shenanigans.

Hugo dies to Cammy because she has a great AA and solid punish options for Lariat on block. Hugo really has little on her. He can’t even use his Clap Traps, since that’s a free reaction DP in every situation due to their startup. If you have the life-lead, Hugo is toast. If you’re forced to approach, I’d say Hugo is at the advantage.

For Kazuya i tend to just walk him to the corner (my strategy for every matchup lol), when he realizes you’re doing it he’ll try mist step or jump, they rarely walk from what i’ve experienced as his air to air is so good, if he jumps then DP him, he’ll rethink his jumping, backdash mist step attempts a few times, let him build confidence that you’re afraid of it then next time he does it try jump over it with a j.LK crossup into the combo of your choice, fs.HP with an OS DP on the end is also good because of the active frames and the distance it reaches. You can also just go for a late DP, more often than not it trades and you get up first because you know the knockdown is coming he doesnt.

As Krackatoa said learn what chains of his aren’t true blockstrings because he’ll stop the mindless high low mixups when you show him you know how to beat them. At the moment the big advantage tekken characters have is their unfamiliarity so they’re getting away with murder in terms of punishable blockstrings. Give it time :wink:

Hugo i find easy, again, anti air, dp claps, get a life lead and run the hell away. He’s too slow to catch you and SA goes under body splash to get out of the corner, let them get wreckless with the jumping and then anti air them some more. Try frustrate people as much as possible…as for gief, not got much experience against him but the SPD range is very much a problem.

I’ve found that after landing an EX Spiral Arrow instead of doing st.HP xx Cannon Spike for the extra damage a pretty good setup is to juggle with cr.LK xx LK Sprial Arrow, then immediately jump over them for a cross-up LK or empty-jump throw/cr.LK. If they quick-stand the opponent tends to be surprised by the cross-up since their juggle-state was “reset” by the mid-air LK arrow hit. If they quick-stand and Reversal DP, it whiffs, allowing a free punish. On taller characters (Sagat, Hugo), the cross-up can be extremely ambiguous and can hit in front instead if you wait a fraction of a second before jumping.

I closed out several wins last night using this, but needs more dedicated lab time to see if it’s reliable against all quick-stand DP reversals, or if the opponent can auto-correct the DP reversal with adjusted timing.

It’s a good idea to use this SA ender after long juggle combos too since using Spike instead would grant like +6damage anyway…
If you use HK SA instead, it cross down, and positions you for a meaty cross-up divekick performed immediately after (on quick stand), for a quick double change of direction.

So who do you guys think will make for good partners with Cammy? And what spot do you use Cammy on? I personally use a Cammy/Hwoarang team with Cammy on point. They have pretty good synergy with each other, and can both tag each other in very easily.

I was using Cammy/Steve, which evolved from Balrog/Steve and Guile/Steve. Worked pretty well for me, and I made it up to 1800, playing between classes and on weekend casually. I switched over to Cammy/King for a little bit, because of their alts and I found that both really do fit like a glove. I feel right playing them and their chemistry is great, as the pace of each character forces the opponent to adjust. Both characters dominate the air as well, with some of the better jump-ins in the game. I bumped my way up to 2800 just by playing on Friday and Saturday.

Raven eats me alive. I simply have no answer to him. He’s so ambiguous with his teleports and I generally have a hard time getting in on him and staying in. Anyone have any tips?

I’m running Cammy/Kazuya btw with Cammy on point. Though I’m considering grabbing someone other than Kazuya

The early concensus is that Raven eats everyone alive if played smartly. I’ve had the same problem since it feels like his teleports have such short windows of recovery–I get counter hit out of every punish attempt with his cr.LP. A neutral jumping HP as soon as Raven vanishes can sometimes stuff his post-teleport offense but Cammy’s neutral jump normals seem so poor that I haven’t found anything reliable. The only thing that works against Ravens who don’t play so smartly is to use EX spiral arrow to get under his standing shurikens–if they’re TK’ed you get negligable damage and it’s much harder to convert into good damage. We should both hit the lab on this, because I’m really in the same boat as you. It might just be a difficult match-up no matter what, but there’s still a ton of exploring to be done yet.

You can DP Raven’s cr.HP SDC on block, I think. Raven also doesn’t have an anti-air he doesn’t need to time like MK.Cannon Spike, so you can mix him up with EX Cannon Strike vs. Standard jump-in to get a hit, provided he doesn’t TP or Air-to-Air. Raven also doesn’t have any kind of invincible reversal that leads to big damage, unless he has Super, so you can pressure rather safely with grounded frame traps.

Punish blocked Alter Ego’s for max damage. Punish Windcross for max damage. Punish botched combos for max damage.

Raven’s one weakness is that if you get the lifelead, he’s pretty toast versus down-back. No reliable overhead outside of MK.Alter Ego (Which doesn’t do much damage/is mad punishable) and SFxT’s piss-poor throw game means all he can do is jab, throw and shuriken. Approach patiently and play super lame once you’re ahead.

Also, being mindful of your current frame advantage is necessary so you don’t press buttons when you’re not supposed to when either of you are starting up jab strings. Don’t give your opponent an opening for damage (Use lots of cl.LP > cl.LP > cl.HP and cl.HP > cr.MK/far.HP confirms) and you’ll be pretty safe from jabby retribution up close.

EDIT: Oh yeah, well-timed crossups into cl.HP versus Raven’s wakeup are safe, as j.LK/j.HK may whiff against his LK+HK Alter Ego, but the cl.HP will clock him anyways

I’m running Cammy/Lili at the moment, not the best team but I like Lili since she is kinda like a Tekken version of Cammy. In 2v2 with my brother we play Cammy/Law with my Cammy on point. It’s a really solid line up with huge damaging combos.

Does anyone know any safe jump set ups?

It is possible to OS Alpha Counter, for example with 2 bars :db::f::d::df:+:hp::hk::mk: > :mp::mk: …
If Alpha Counter triggers, confirm it with a damaging combo.
If it doesn’t, EX Spike xx TC comes out instead of the very unsafe launcher.

How has the frame-trap game been going for you guys? I’ve moved away from simple jabjabjab for more damaging frametraps when up close. Here’s a neat string.

Starting from any jump-in:

cl.HP > far.LP x far.MK x cl.HP xx EX CS > Dash

After the first cl.HP, you should be able to confirm off of a successful jump-in. If it’s blocked, far.LP is an easy frame trap. If it’s all blocked, far.LP x far.MK x cl.HP works because far.MK moves Cammy’s center mass forward. Cancel into EX CS if it’s blocked. I don’t think you can really react to the EX CS dash, but it leaves you at -3 or -4, I think. The sheer speed of it means they won’t be able to react to it anyways, which allows you to follow up with more traps/throw provided they aren’t mashing. It keeps you inside, and even if you botch the final hit-confirm (You actually connected with chains, then followed into cl.HP xx EX CS > Dash), you can still combo with light normals.

Mix this up with jab strings and other normals to keep your traps unpredictable and not prone to Alpha Counters (It will also make it harder to react to EX CS Dash Cancel). It allows you to be keep pressing buttons and lay on pressure. You just have to watch for invincible reversals. Fit in Walk-forward > Jab where applicable.

1st round, i am against down-back guile.
wtf am i supposed to do? its like nothing works. if i jump he uses flash kick, if i dash he just jabs…