close standing fierce to far standing fierce will just about always work as a meaty, it is somewhat consistant midfield, even more consistant in the corner. ALSO if you throw immediately after doing this 2 hit, you will ge a dizzy almost all of the time.
Also meaty/corner close standing fierce, so crouching roundhouse works great! It’s incosistant at midfield without the meaty and without being point blank however i still got it to connect.
Is it just me or is it a little harder to link c.mk to c.mp than vice cersa? The reason I ask is because I just got done whit an online match where I did c.mk, c.mp into super but the c.mp into super part didn’t link. I just assumed that the links would be about the same so does anyone know for sure. All in all I still won the match, but knowledge is power:bluu:
No, Crouching Forward has too much recovery. It’s actually the reason why Chun Li mops the floor with Cammy in ground games. Chun Li can Combo two Crouching Forwards without even trying, but Cammy cannot link two Crouch Forwards ever. So Chun can poke with her best move a lot easier than Cammy can poke with hers. Chun is way more mobile with Standing Strong and Crouching Forward (both moves that are easily linked after). All of Cammy’s best pokes recover a lot slower than Chun’s.
But yeah, all that really adds up to is that Low Forward is unlinkable when used as the first move, without the aid of being really Meaty. Although it comes out really fast, it just recovers too slow.
you can combo 2 forwards together… it is increadably inconsistant. If they are in the corner, you can combo 2 together without it being meaty (followed by a roundhouse cannon drill). The other time I’ve gotten it to combo (in training) from mid field is when you aren’t quite right next to them, but a few pixels back, you can get 2 in a row to connect. But it’s not even worth doing. It is worth learning the proper timing however, to avoid getting reversaled in between them. I can make a quick video later showing the situations.
Question: How do you time your counter attack vs Ken’s lp DP spams (really good Ken players such as Mustain21 and so on)?
Lately, there’s been a lot of Ken players (Mustain21 used this against me and just about every other Ken on SRK now have copied him, argh…) using that style against me. It’s a simple strategy but hella effective vs me. I get so pissed because my counters to Ken’s lp DP spams have been inconsistent.
I tried c.mk, s.mk, counter lk DP they all seem to work but I can’t get the right timing, once in a while I can poke them cleanly, but when I messed up, I eat DP which is a bad trade for Cammy since her moves do little damage compared to Ken. What do you guys look for to hit whiffed lp DP cleanly? Do you mash buttons immediately after DPs, or wait some amount of time (if so what is that time), or looking for some tale tell sign(s) on Ken’s DP animations?
Now I wish I have a macro controller so I can program the damn training mode to spam DPs on me. Anyone know of one for PS3 or Xbox (i have both).
I’ll spell this out so no one misunderstands (not saying that anyone will, but I like to ensure clarity).
What the above says is that, after a cr.:mk: done at point-blank range, you can link any :lp: that comes out, any :lk: that comes out, any :mp: that comes out, cr.:mk:, stand :hp: (whether it be the elbow or the fist…they’re out of range for close :hp:) and a cr.:hk: will work if the cr.:mk: is meaty.
Now, given that this move pushes back more in ST than it did in Super, I think the only link that I listed that would be affected would be the elbow of stand :hp:. Otherwise, cr.:mk: is a useful poke that you can certainly use to start a link if you have to.
But, with that being said, just like I said on my FAQ, crouch strong (cr.:mp:) is easily Cammy’s best move to link from, as it allows you to link into any grounded normal move she has…and even a few jumping moves and the Cannon Spike if you’re feeling flashy.
Man…I really need to get this FAQ out to y’all for ST and HD Remix. It will happen.
Actually I’ve become a real fan of super deep, super meaty C.forward. Haven’t tested completely but C.forward, C.Forward, xx RH Drill seems to connect on anyone. It’s definatly not the best of her meaties, but it creates another nice okizeme option. Works a lot like meaty Standing Fierce in that retrospect.
I.E. If it connects, hit confirm into that combo, which granted isn’t easy, but my execution is freakin terrible and I can hit it with decent consistency. If it’s blocked you can go into cannon drill chip damage/mixup etc, and you can also buffer hooligan out of either C.forward.
Probably known by a lot of players at this point, but i don’t see a lot of cammys doing it (maybe theres a good reason for it) but i like having a scary low meaty with mixup options to go with crossups, Meaty Fierce, and her other options.
I’m nowhere near your guys level with Cammy, but I’m pretty competent at move execution and finding ways to get in. A good buddy of mine that turned me on to SF2 and HDR plays Ken and after a while did nothing but LP DP’s like you say. This was like my first week playing the game and it was probably the most frustrating thing ever. Everything I tried, at every part in his hit/recovery/startup would either trade (badly) or lose clean. I think i snuck a few hooligan grabs in there, but I basically lucked out. The DP his so low its such a pain.
If you find a way to counter this or even make him stop… you will be my hero
what… you just need to either block or let him whiff the jab dps, and hit him with standing medium kick as soon as you recover from blocking. Just do it one time because he might do another dp. You really need to lock him down with standing medium kicks but it’s possible.
watch the match at 4:41 to see how to deal with it [media=youtube]IIV1Le-3AtM[/media] I know I was trying different stuff beforehand which didn’t quite work as well, sweeps, crouching medium kicks, stuff like that, but the last match is a good example on how to deal with it.
I see. Does the fact that you are blocking low on those DP’s release you from block stun earlier? Again this was a while ago when I was facing this, but I seemed to have a hard time getting my normals out before the next DP would come. Is the block stun different if you block the dp high or low? Either way, i’m gonna spam standing MK him all day next time.
Yeah I saw it. Good match BTW. I have used s.mk before against him, just not consistent. Maybe on-line lag or HDTV scaling lag as others have stated. I just want to get it down with confidence. Right now I don’t have your consistency which limit my Cammy to a 1 dimensional playing style vs him. I should be able to punish any whiffed moves with Cammy. I am going to adjust my HDTV with different settings to see if I can pull it off more consistently.
OFF TOPIC:
question to Syxx: What’s your setup? I assume you use composite (yellow video cable) to your TV so you can record it with dazzle or whatever vid capture device you use. Is your TV an HD TV or you use SD TV?
My setup:
PS3 -> HDMI Receiver -> 5 to 1 HDMI Switch -> 1 to 2 HDMI Replicator -> TV
Maybe I have too many HDMI devices chained together and getting some sort of lag I don’t know about.
I’ve had good luck of late punishing ken jab dp’s with short drills. Especially when they want to do 2 or 3 in a row. Not as easy as standing mk, but effective if you get the timing down.
If you’re getting lag I’d say it’s a high chance that it’s because of the HDMI distance to the TV; the distance the signal has to go to reach the TV is a lot longer than just the standard (recommended) 2M HDMI cable which is all I use
Also, not sure if anyone’s posted this yet, but the best counter I’ve found against Chun lightning leg spammers is j. lk (short)… in fact it’s the only attack I’ve found that I’ve found ever seems to win against the lightning legs.
Jumping Strong works pretty good, too, and definitely gives you a better chance of landing with a Cannon Spike before she can Throw you. With Short, she may get to Throw you during your landing frames, which you cannot cancel into a Cannon Spike.