Use cr. short in-between SRK’s but make sure you time it so that you don’t get hit. The friggin’ move has almost zero recovery. Also, its a good idea to hesitate before doing a drill after a cr. lk since they may throw a SRK to knock you out of the drill.
DP spammers are only a problem for me when they are across the screen spamming it like a noob and I try to RH drill to close ground. Otherwise, the best thing I can say is go into Training and learn the timing of his recovery frames. Majority of the time I’ll just punish with a cr. forward or a hooligan if I’m feeling cheeky, sometimes the sidewalk slam (forward punch air throw) depending on what strength used. Once you realize that most DP spammers are just scrubs who lack the skill to combo the fight gets a lot easier. You have to approach with patience.
In response
Well here’s the thing, if you attempt a crossup/meaty attack and they hit you with a non-reversal attack that just means your timing is off and you need to practice. If your opponent keeps reversing then just stop attempting meaty attacks and crossups and just stick with safe jumps and bait/punish. But as you may have heard before, if your opponent can’t consistently reverse or block properly, press the advantage.
what is the best move for a safe jump? i’ve never been successful with those.
lol jiggly you better be practicing vs cammy cuz i’m mad now since i didn’t get to go to evo so prepare to get raped super hard if you come to the next local tournament, keep in mind i’m like 7 for 7 at those tournaments and I ALWAYS use cammy in the grand finals
Safe jumps aren’t necessarily about what move you use. They’re about your timing against an anti-air move that doesn’t hit on the first frame. That’s what makes the jump…safe.
In any case, the move(s) you use would be the same one(s) you use to set up your mixups. Jumping short for crossup attempts…jumping fierce or roundhouse from the front. They block…you try to sneak in a throw attempt. They get hit…c’mon now…what do you think I’ll suggest from there?
if you safe jump u gotta make it look like that you would actually hit them, like if you jump in from a distance use jump lk because that would hit if you timed it so that you WOULD hit them, plus you’ll be far enough when you land for them to throw you. Like if you tried doing a deep jumpin mp safe jump you might be able to trick a reveral out of them but on the other hand when you land they could just throw you.
Walkup meaty far or close standing HP works for me for baiting reversals I follow this up with crouching mk since it will combo plus you don’t have to do the cannon drill and be unsafe. Probably my favorite link to do.
I believe this is one of the prime examples of strategies which seem really good online but are very far from game-breaking offline, due to the lag messing up counters which do not even need to be a reversal to work well.
when i rush down i won’t jump for the most part unless it’s after a knock down
just hold foward, she has fast walking
if you eat a fireball or 2 don’t worry about it since once you get in you should be doing more damage
if you get hit by a few attacks start blocking so you don’t get dizzied then try again.
don’t forget the range on your cr mk and standing mk and standing far HP, they’re pretty good
as far as dragon punch just make sure if you block one or they whiff it you hit MK right away. don’t wait til they land because this isn’t sf4 shit where you have time to punish, just hit them out of the air before they land
^ Thanks for that, the SRK is one of my most hated attacks. Its a shame the knuckle is pretty useless, I can only use it against players who flinch too much or just don’t expect it at all. All the pros I’ve played punish it from a mile away. Sometimes I get lucky and land chip damage, but even then its still difficult because you have to make sure you got the right attack next.
Syxx - could I bother you for some tips on beating: Bison (Dic), Vega, Chun-Li? Thanks.
EDIT: What is it about Ken and Chun-Li’s fireballs that make it IMPOSSIBLE to jab spin knuckle through them? I ALWAYS get hit if I do the jab variant, so I’m forced to do fierce.
ken and chun you really have to play those matches like you would in regular ST
that is the same reason why i would prefer to play against ryu over ken any day
as far as the knuckle sometimes you just want to hit MAX range. it’s kind of hard to check the hitbox in training since the 2nd hit is so fast, but basicly the idea is to knick them at max range after doing the knuckle so that you’re outside of their sweep range, get the knockdown and then charge straight in. Don’t hesitate, just run forward.
M.bison— i just have a few things, it seems like bisons like to heavy psycho crusher and then throw you like they have some kind of advantage after you block it. They don’t. If you block one of these, I always go for a throw. NKI has suggested to me to try to jab him out of scissors and this kind of works as well. I don’t usually use sweeps but against Bison, I will. Time your following jump in after knock down to make it hard for him to escape with devil reversal. He may be able to do it but if you get a knock down, it’s worth going for a jump in combo, even if it’s just jump in HP, sweep. Try to avoid poking him with crouching medium kicks since his specials go right over it. Use standing MK instead. If you get a life lead, you can take some options away by hiding in the corner. If you’re trying to hit him out of the air, jumping medium punch is one of your best bets. Make sure you hold forward while doing it since on the way up you can do her punch air throw which does a ton of damage. Bison is very easy to cross up since he has a wide hitbox, so go for the crossup lk, standing mp, crouching MK, cannon drill combo often. Just mixup your crossup spacing well so you can trick him into walking forward to try to avoid it… in other words start your crossup from the improper spacing away a little bit from where you normally would. If you land this combo, you are almost certain to get a dizzy. Follow it up with a normal jumpin combo, or meaty combo.
Vega’s tricky. But if you know your cannon drill range you can try to poke at him with it without being punished if you do the correct strength at the correct range. I think he has a hard time hitting her out of it. Against wall dives at midscreen, it can be a little tricky. The idea is to wait until the last possible second to reversal since he can switch sides. You can also close MP him if he’s above you but it’s risky since he can throw you. If you block, don’t try anything other than block or reversal. You’ll be out of throw range and most Vegas are mashing like hell after they land after a blocked wall dive to try to push you out again. When I get a life lead on Vega, I like to turtle. I hide in the corner again and match his jumps with my own. Jump back LK or HK while you’re in the corner will beat his dives. Just jump right after he does and you should be out of range for his throw, and be able to beat him out in the air consistantly. If you need to, mix up your defense with cannon spikes but be careful.
Chuns weird, i can pretty much rape cammy with her since i know the spacing where it’s hard to really do anything her, especially after knocking cammy down. On wakeup against chun, most of the time you’re just going to want to block. If you cross her up, the normal 4 hit combo will not work on her because of her hitbox. Pay attention and try to corner her. If she wall jumps, be prepared to hit her out of the air. Watch your spacing and don’t forget to hooligan. In this match, it’s not worth trying to knuckle through them, but better to anticipate and hooligan them. Hooligan into slide works well against Chun as well. She most likely won’t knock you down after hitting you out of it, since she has to rely on normals for hitting you out of it in most situations. Take your time with this match, and make sure for fireballs when out of hooligan range, to just jump straight up against the fireballs. If you get into a crouching MK war, make it count, since hers has slightly more range than cammy’s. If you get hit by lightning legs MAKE SURE YOU BLOCK THE REST OF THEM. Don’t try to attack through them.
Ok, so on a projectile attack I should walk backwards so that the knuckle can knick them? I had a feeling that was an effective strategy, I’m just always obssessed with getting in as close as possible.
Bison
I’ve also found that jumping mp works wonders. My main problem is the headstomp, I’m not good at guessing which direction to reversal. Because of that I play “scared” and thus less offensive. I play so defensive I end up getting caught in that annoying cr. lk > scissors > throw crap. I also always seem to miss a crossup by inches on Bison, much like I ALWAYS miss on Balrog. Drives me nuts. I’ll keep the standing mk in mind, didn’t know that before.
Vega
Yeah, I make mistakes on using the right drill. I know I gotta work on that. My main issue with this match–much like Bison–is guessing which direction to reversal. I flinch too much, and Cammy is a fast player. I’m probably better-suited to playing Dhalsim, lol.
Chun-Li
I actually know how to play this match, just it always seems like Chun’s jumping lk is completely invincible. I’m almost afraid to front kick. Her fireballs also piss me off; even if my timing is perfect, I still get hit while knuckling.
Thanks.
Fuckin’ Dee Jay… FUCKIN DEE JAY… is ANYONE else having a problem with this mofo?? I hate him with a passion. I don’t know what it is about him. And to top it off, he’s got that STUPID ASS fuckin grin on his face the entire time we’re fighting. I just wanna knock that fuckin smirk off his face.
I know that matchup pretty well, PM me if you need some tips.
EDIT: Fuck it, I’ll just post what works for me:
- cr. short beats slide, use this as your main weapon to link into drills
- use spinknuckle but beware of slide
- crossup is important, though beware of timing as he often throws me if I hit too early. I usually j. lk > cr. mp x 2 > drill/hooligan
- st. fierce is good to stop max-outs
- if he misses the upkicks, go for st. fierce on his way down, then cr. short > hooligan
- watch out for the dread kicks, this is IMO the worst move against Cammy
Better way (at least for me) to punish shoryukens is…
STANDING MK it’s amazingly fast.
Yeah, I thought her spin knuckle was supposed to be good in this game? If I predict it too early, she gets hit by it. If I wait until the fireball gets closer, I still get hit by it. The timing has to be absolutely perfect for her to go through it. They should’ve buffered it some more.
E-Honda’s jab torpedo should have been the proper model for her.
Its a pretty awful move, it’ll only hit players who don’t know that it can be countered. You have to literally do it RIGHT before a FB, but its slow that sometimes enough spacing will ensure just chip damage. Then again, I’m of the opinion that a buff to this move will make Cammy a VERY solid mid-tier. Think of the chaos she’d cause for shotos.
The cr. forward xx Double Knee Press isn’t necessarily a lock, it just takes a little time to find a hole in the rushdown. I usually use cr. strong punch to beat out his silly cr. forward or sometimes you can jump back with j. strong immediately. Also, a well timed Thrust Kick or counter throw will get him off you. My favorite tactic vs an overaggressive Bison is to jump in with this hit string: j. strong, cr. forward, xx Light Drill. Once the drill connects, follow up with a Thrust Kick on the very first frame of recovery and it will beat out most of anything Dictator will counter with. Once you score a knockdown via combo, rinse and repeat. Sneak some throws and Hooligans in between the combos to keep him guessing. However, if you are fighting a patient Dictator, that strategy won’t work, best thing I can say is;
- Always jump in with initiative and majority of the time only after knockdowns.
- Majority of his moves are punishable, the easiest to punish is his cr. roundhouse (slide) and Psycho Crusher.
- If Dictator gets in throw range or you sense a tick coming up be prepared to counter. If Dictator tries to cross you up and you block the first hit or two, be prepared to counter throw. Overall, BE PREPARED to counter throw.
- Don’t let him control the match, do whatever it takes to keep in a defensive position.
- And of course, use the first round to “learn” your opponent.
Aggressive Vegas aren’t too problematic as a simple Thrust Kick, s. strong, s. forward (only sometimes; this is actually a unique and quirky move in which it’ll catch your opponent even when they cross you up sometimes), vertical j. strong, or a j. roundhouse will beat his wall dive shenanigans. My main problem with Vega is of course, the turtle ones. The ones that do nothing but bait your jumps with a flip and mash on the cr. strong poke one you land from a drill. Here are some tips you can use for this matchup I find successful majority of the time.
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Spinning Backfist is useful for this fight since it dodges low attacks and has great priority. It will beat anything Vega throws at you with proper timing other than that Flip Kick. I use it to get past his cr. strong poke, but don’t train the player to counter it.
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Once you land a Drill on block, immediately block yourself. If you distanced your Drill properly, you won’t get hit by the poke.
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Use Hooligans sparingly. Don’t train Vega to counter them.
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On the serious turtle Vegas, play the chicken strategy, which entails getting a lead, then running across the screen. From there you can spend the rest of the match turtling, countering his Wall Dives, punishing his Rolling Crystal Flash with a well timed Drill, and countering his jump ins with Thrust Kicks and cr. fierce.
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Crossing up in this matchup requires good accuracy so practice a bit first.
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If Vega use that invincible backflip, punish with a throw (He’s completely vulnerable at the end I believe).
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A more cheeky method of dealing with Vega’s cr. strong is a ground to ground Thrust Kick, which may surprise him and force him to attempt other tactics.
On a related note to the Vega matchup.
I have seen this happen to EX and it has happened to me when playing Cammy.
Cammy’s super will seemingly randomly not combo against Vega.
First hit will connect but the rest can be blocked for some strange reason.
Unsure if it is related to simply hitting very late so the thrust kick portion does not combo or something else dealing with Vega’s Hitbox.
vega gets hit and not hit by all kinds of crazy stuff