My blanka’s only good at tick bites. I can’t do his shenanigans worth crap
Unrelated but Sleezy got the 1000th post!
He is officially awesome.
EDIT: Whoops!
Yah, so what I fixed yours! :wgrin:
You didn’t find all of the errors, Coth
That’s just an inherent problem with your name :lol:
For folks struggling against Ken/Ryu, the crouching Medium Kick is okay… but Steve H showed me what happens when shoto fireball trades with a well placed crouching roundhouse. If you get the shoto to fear the crouching roundhouse, they can start using crouch MP to stuff it, but if they anticipate rather than react, you get a free hooligan/spiral arrow. High reactions are key, and I think it kind of outlines what makes fake fireball a pain in the ass, because once you’re in range and using the crouching roundhouse properly, you’re going to actually be able to jump in. The hardest part is getting in and then staying in, but Steve H definitely made me feel this match up is actually winnable.
If your opponent starts guess DPing, you can punish with another sweep depending on distance. Just try to spot the opening frame of hadouken and, well, hope it’s a good guess jump neutral or forward.
I main Guile as well, so MiloDC’s comments a page or so back are pretty pathetic. Don’t resent your opponent because you’re playing a character that has a hard time against their gameplan, especially when you can just switch characters.
Sorry, I think you misunderstood.
What I wrote was:
I don’t resent most Guile players because I have “a hard time against their gameplan.” (I think about 2 of the 100 Guiles in HDR are actually good.) I resent them because they (a) have no balls and (b) aren’t creative. (The fact that they pick Guile is itself a pretty reliable indicator.)
Certain types of people routinely play certain types of characters; that’s one of the cool things about this game. Guile generally appeals to zombie mouth breathers. Nothing against zombie mouth breathers.
When you’ve been playing this game for 15+ years, and some smart guy saunters up to the game and starts with the sonic boom diarrhea, then relentlessly does the same thing again and again after you’ve proven numerous times that you downloaded that sh!t ages past, you can start to hear flies buzzing in your ears. That kind of thing just closes out of town, man. (Unless you like that sort of thing. I know some people who do, good for them.)
I apologize if I wasn’t clear. I just like mental stimulation in my games. Craven attempts to hypnotize me by turtling and spamming projectiles are just rudely offensive to an enlightened intellect such as I possess.
:party:HAPPY NEW YEAR!:party:
:lol: ahahhahahahahahaha :lol:
Milo is the only poster on SRK that makes me really laugh like the alt.games.sf2 days. As in, I’m not just laughing when I read it, but I close my browser and do something else, I’m still laughing. Then I go back to open the thread to reread it because it was so funny.
Clearly I didn’t.
So I was testing out the roundhouse. You’re going to want to be about a character/character and a half space from Ryu/Ken in these situations. If you can draw the DP, you get a sweep, which is good for Cammy. The key thing that gave me trouble was being able to dragon punch an escape attempt if I saw Ryu/Ken take to the air. Your DP is essential in this situation, because shoto trip guard eats Cammy alive for free, that’s really what makes this match terrible. If you can use the sweep to start drawing out things like crouching mp, then that’s, as I said, a free Cannon Drill/Spiral Arrow. Now, shoto crouching roundhouse is a good counter poke to your crouching roundhouse, but the risk/reward here is that if you can draw out that poke, that’s a free hooligan throw/safe jump set up. You’ll need this if you want to start up an offense and close out the match.
The match cannot be won full screen, but it’s not as hopeless once you get in. Things to keep in mind are that spin knuckle/hooligan will be shenanigans at best, as others have said. I’ve found the best use for these moves to be for changing up your rhythm, because just walking forward is a repetitive pattern that will usually have you just eating a trip guard sweep if you neutral jump every fireball. You can chance an LP Hooligan Roll over a fireball and feint the sweep follow up by whiffing the throw command from full screen and it’ll give you some time to walk forward. The key thing is to get in and try to catch things like the strength of the fireball your opponent likes to throw and how they might be trying to get you to jump. Throwing them off their rhythm there means you get a nice combo, and Cammy with Life Lead means that you can make a shoto play on your terms, which is where she can win. Even/Shoto with life lead means that you’re going to have to navigate fireballs, and that’s where you die.
Use all them buttons though, get that knockdown.
Would it have been so bad if the Cannon Spike hit low?
I was thinking that since it hits most people in the shins, that it should also knock down opponents.
It already knocks down opponents
yikes what happened to my poor thread, maybe sf4 players started playing my game hahahaha
Just wondering: how much do you guys use st. fierce? Its officially a HUGE part of my arsenal. I literally used it all day today to zone a really good Ryu into a corner, to the point where he was barely throwing FB’s. Too bad my reflexes are so damn slow sometimes!
I find st. fierce to be really good but I don’t use it as much as I should probably since I use cr. forward so much. I use cr. forward like you use your st. fierce…Ryus are scared to throw fireballs!
Don’t forget about standing :mk: and standing :hk: to throw off their DP timing.
St. MK and St. HK are AWESOME.
Actually. Really, most of Cammy’s standing normals are pretty good. MK, HK, HP, Close HP, and I actually like st. mp alot because for a MP it comes out REALLY fast.
Many of Cammy’s normals are actually really good when you think about it. Obviously J. MP and Cr. MK but J. MK is pretty good as well. I use it all the time to stuff Wall Dives and other stuff from an opponent would come in above my jump because the hitbox on J. MK actually goes up quite a bit, which is a nice pleasant surprise. Oh and don’t forget j. HP. It can crossup some people, it hits for pretty decent damage and its VERY VERY easy to put it into a combo. J. HP, st. MP, cr. MK XX HK. TK
Personally, J. MK might be here most underrated normal…
How do you use st. roundhouse effectively? I find it too slow for any good use.
I was actually trying out Cammy about a week ago just to mess with her (I actually played someone else for the first time!).
I was playing against some Hondas (Just my luck!) and was doing surprisingly well with Cammy! :pleased:
I was playing this match like I do Fei Long by spamming the hell out of st.HP.
While it was a tad bid harder which I believe might have to do with the position her vulnurable hitbox is (We need comparision shots!), I was doing pretty good stuffing handslaps and headbutts. There were times I did trade, but hey! Better trading than not at all.
When I did manage to get a knockdown, my 50/50 mixup on wakeup would basically come down to DP Honda out of every reversal attempt, or throwing out hooligans when I made him scared to do anything.
Anyone already try this out?
I’ve tried st. HP, st. MP, rapid st. jabs, but I’d either trade unfairly or lose to headbutt. I hate Honda :crybaby:
Hmm maybe you should try st. MP? It has a bit more priority than st. HP. My timing is horrible and I suck at reaction, so I just throw them out repeatedly and hope they hit but I come out unsuccessful. Have you ever tried cr. MP? Great priority but the hitbox might be too low. I’ve tried it to no avail, but with my sucky timing, I’m not sure if it really works.
http://www.pedantic.org/~nate/HDR/cammy/fafierce.html
http://www.pedantic.org/~nate/HDR/fei/fafierce.html
You could also compare to Fei’s Roundhouse…
http://www.pedantic.org/~nate/HDR/fei/faroundhouse.html