Wish alot of the info here could be updated to the first post. That would be swell.
After my playing tonight, I’ve found that alot of honda’s are not used to jf.mp. It messes them up almost everytime, and takes priority over the damn spears (that’s what I call them…that or lunges). Nor do they tend to block low.
So a jf.mp -> cf.HK really messes them up. but then I learned not to stick around after that because they will do 1 of 3 things.
1). Grab you-> annoying and hurtful, like all non-throw "throws"
2). Do the damn 100 or 1000 fist slap thingy (forget the name).
3). try to spear you or lunge you.
As for the guiles I’ve fought tonight, Those were battles.
Their damn second c.kick poke outreaches cammy’s, and I can’t do my jf.mp into them, nor can i hooligan because they have that damn summersalt kick. The most success I’ve had with them would be a quick c.mk-> c.hk if c.mk connects, or try to move them outta their damn corner (Short SBF the Sonic Booms, stay outta the range of the SB-> c.Kicks trap).
Every Bison I’ve come across has royally fucked me up, same with Vega, but I’ve maybe come accross 10 total, so I have not really been able to play against them to effectively counter them.
Hope this helps the rest of you as your info has/will help me!
You gotta land that crossup LK on him… it leads to cr.MP cr.MK roundhouse cannon drill which usually dizzies, or only takes one more hit to dizzy them. Time that jumpin and take advantage of the situation, you need to hurt him a lot more than he hurts you. Also the 3 options you listed are all beatable with trust kick so take a chance, you will get them to start doing the move where he goes up at a 45 degree angle and then comes down on you with his butt, and you can easily react to that one with a thrust kick or whatever.
When you guys are crossing up with the LK, do you have to land it deep to combo into other normals? I tend to use cr.Mk way too much in this game. I need to get my punches more in the game.
Syxx what are the standard setups used to combo into cannon drills? Is cross up LK cr.MP cr.MK the only one? I can usually put people on guard enough and get some knockdown cross ups, but I simply don’t know the combos well enough so they can’t throw me out of a string. Is it always LK drills? I thought the startup on the RH was longer and thus didn’t combo as well as the shorter versions
I’m also curious about the setups you use to combo into ultras. does cr.mk -> super always combo? So you could technically jump in LK cr.mp cr.mk super?
Isn’t it correct to say that frame data is specific to the character using the move? If thats the case then the hit stun/block stun etc would be the same for any person you attacked. I don’t understand why it wouldn’t work against shotos… unless there is a frame in there where they can reversal dp? but if that existed then it wouldn’t be a combo correct, and technically any other player could grab you in that timeframe
I could be way off base here, but I thought things that are combos are unblockable once they start, because there is no gap for the opponent to do anything… If there were then it wouldn’t be a combo? (yes i’m a beginner)
Not always true. Characters have different sized hit boxes while in hit stun and while they’re crouching or standing. I remember that the size of the shoto hit stun boxes don’t allow for the combo to connect.
Honestly, I don’t know exactly what the deal is, I’m sure jchen/milo/syxx could tell you more definitively.
Hi, Masamune_Shadow. Didn’t know you were an SRKer. GGs on ranked. We played a few games on ranked I don’t know if you remembered.
Spacing spacing spacing. You played a good Cammy, but you need to work on the spacing of your drills. Safe lk drill is really a misnomer, you still need to get the right distance to have it be truly safe.
Against Hondas, I played 2 different style.
If they are torpedo spammer (ie, not really good at timing them), I use jf.mp->s.fierce to lock them and mix up jf.mp->throw.
If they are decent with Hondas (ie. really good timing on torpedo), I played like a turtle. I carefully use jf.mp to sneak in a clean hit here and there then stay away and try to stay ahead on the life bar. Occasionally drill but make sure it they cannot punish you if blocked (ie a true safe drill). And be patient and wait. Eventually they will have to come forward to attack and thats when you rush them down as soon as you see him give up that damn charged torpedo.
I know, I’ve only recently started to work on things like that, The night I played you faux was my first night online, so I was gonna be scrub-tastic. But i’m getting better, just gotta keep at it.
I always have trouble with throws, don’t know why, but I can never seem to pull them off while others can just walk right up to me and throw.
Since I’m now thinking about fighting cammy’s, I’m just completly stumped at what to do. I’m thinking that like, he knows all of my moves, so he’s gonna know all the counters to them, but then I finish that thought and then I just lost round 1…so any tips on fighting other cammys? Especially when they know what to expect from a cammy?
Was that after a meaty close fierce or by itself? By itself, that’s pretty guaranteed since, AFAIK, the Spin Drive Smasher and the roundhouse Cannon Drill travel forward at about the same speed.
Now…when you do that after a meaty close fierce…I wanna know. James had better not keep that a seekrit! (Not that I can really do anything about that, but I’m sure he’ll share his results.)
On crossup lk against Honda. If a Honda player uses lp version of the torpedo late, can Cammy’s crossup lk land a clean hit or does it trade or miss completely?
I played a few Hondas who basically use their torpedos like a deep wake up DP. Even with extreme timing Cammy’s jump MP trades with those types of torpedos and I ended up behind in life bar.
The only time I can combo with s.close hp with anything is when the opponent is NOT cornered, then I can do s.close hpx2 (only 1 hp will come out)->cr.mk->mk drill for a 3 hit combo. (This is only done in training mode only. I never used this combo in actual matches).
I don’t know why, but I have to hit the hp 2 times in very rapid fashion (kara cancelling perhaps?) in order to pull off that 3 hit combo. If I hit hp 1 time, then somehow the combo will only be 2 hits and the drill will be blocked.
I finally got myself a joystick last week and it has a square restrictor, I am having hard time to pulling off supers with it until I get used to it.
The consensus in this thread is that hooligan rolling should be used sparingly, but I still say nuts to that. Hell, I find that the meaty slide (and other stuff) is frequently a free hit, once I’ve trained my opponent to be constantly wary of being roll grabbed.
So the meaty slide is more for getting actual damage off the hit rather than any type of advantage then, correct? Because I’m under the assumption that the slide is not safe on block, though I would imagine a meaty one would be safe. Is this true? I use meaty spin knuckle along with meaty close fierce, and actually found it to be very good.
I don’t combo into super, I like to save it for reversals actually, It has extremely high priority… and just stick with regular combos, but I will use it to punish stuff if I can. So you will have to ask someone else.
In fact, I don’t combo into cannon drill unless I KNOW that is going to hit, for example after blocking a cannon drill from another cammy player, I will do cr.MK, cannon drill. But I play really safe, because I would rather take a risk on a hooligan roll. So if I’m going to give up damage, I would prefer to give it up on that, and stay safe and just focus on comboing cr.MP, cr.MK or cr.MK, cr.MK. This is just my playstyle for this game, so you may have to again ask someone else. HOWEVER, if I do know that a crossup will lead to cr.MP, cr.MK, cannon drill or I am poking them away enough that I can do a blocked cannon drill then I will generally go for it, but that’s all part of the mixups that I prefer to use. Because many of her special moves can be reversed easily, and cannon drill can get stopped by the faster normals (jab and short) then just throwing them out to chip isn’t always the best choice!
Of course this is my opinion and the people who post info in this thead are generally good players so you should listen to all sides before deciding how YOU are going to play her.
I’m not sure, I don’t play any honda’s offline. Usually all I say to them is that they only won because they were cheap and picked E Honda j/k But ya I have no clue. I would have to play shinblanka’s again to really get a feel for the matchup against a really good player.
Here’s something I think was mentioned earlier, but it occurred today in my playings against E. Honda (Total fluke). But I did a Fierce Spinning Backhand right as Honda Torpedoed and it went right through him, as he went right through me. I’m not advising anyone to depend on this, but it can work, and if you meant to do it, could really fuck with a player’s mind. After all, it did with me and i didn’t mean to do it!
Just thought you should know that.
But honestly, I’d fight Honda’s all day as opposed to Bisons, Guiles,or any char who’s throw doesn’t “Throw”.
Also, the damn shoto-clones and their increadably op cross ups (Jf Kick -> c.hk or Jf Kick -> c.lk -> hadoken) gave me tons of problems today. Does Cammy have a decent standing anti-air to stop these shenanigans? Like either c.HP or standing MP? I never got around to testing it, but it would be nice if someone knew so I wouldn’t have to.
If they’re jumping in from far, c.HP is a great option for anti air. If they’re close, standing MP works well, and gives you a bit of a mixup because you can choose to walk under them afterward.
Trying to jump in or crossup a good Honda player is essentially giving them free damage. The worst case scenario is that it trades, which puts you behind in damage, knocks you down and leaves him standing to get close for Ochio madness.
It works on blanka ball, ken’s standing roundhouse, and a few other moves because of the hitboxes. She has a similar hitbox in SF4 with this move, which is pretty cool.
He’s talking about Ryu and Ken crossups, though, so they can’t be jumping in from far away…unless they’re really good at spacing and timing crossup aerial Hurricane Kicks.
Close :mp: will definitely take out crossups. :mp: uppercuts are generally very high priority and crossup unfriendly in this game. Another option that’s a little more risky…close :hk:. Play around with the timing to stuff them cleanly.
You can add Dic’s Psycho Crusher to that list. Though not a reliably consistent defense, this move is great to be aware of against these charge characters, as it’s much less of a risk to do this move than against roll types.
As for Cammy’s Hooligan…it’s a fantastic move that (in my opinion) should be incorporated more into her tactics. The Hooligan is lot like Guile’s upside down kick that hits high but looks like it’s a low attack (I get jacked by that move every damn time). With the Hooligan giving you two options (throw or slide), and the former conditioning opponents to block or attack high, the slide becomes MUCH more effective. The only problem is that it seems like it’s extremely easy to knock her out of it if they even suspect that it’s coming, which makes a distant use of the Hooligan almost a retarded move.