Delta Red Basic Training: Moves, attributes, and combos

I updated the googledocs Cammy page with some combo(drop) option selects:

Let me know what you guys think.

I have been having trouble with not capitalizing on cr. Mp poke “counter hit”. And some people don’t realize it but it is alot more reliable then cr. Mk even though it doesn’t have the range.

Aaaaaanyways. I started plinking cr. Mp with lp and lk so i can negative edge the lk spiral on a hit confirmed “counter hit” in order to fix that problem. So far so good!

That’s my two cents.

  • Richie

I’d like to lay this to rest once and for all but I have a feeling this will always be brought up.

You can’t hitconfirm cr.mp/mk xx arrow in SSF4. Also, counter hit also doesn’t give you extra time to cancel into arrow - it only gives you extra time to link afterwards, and you can’t link to arrow at any useful range anyway (where you can, you can also link cr.mk xx arrow which is always better).

Cr.mp/cr.mk xx arrow is a 14F window which is reduced to 9F after accounting for input and HD monitor delay. Through a combination of listening to the other guy’s button presses and watching what he’s doing, you can extend the window to ~14-15F though, which is enough time to react to an audio cue like button clicking but definitely not enough to discern if they did a punishable move or not. So basically only button listening works… unless they fake you out with a fake button or something fast like a jab. Shoutouts to Stein for being lame like this.

So yeah, cr.mp/mk to arrow isn’t feasible without putting yourself at huge risk of blocked arrow, which is to say it can’t be done on reaction. If people could reaction confirm a 14F in game timing window, nobody would ever get hit by stuff like Dhalsim U1 -> Yoga Sniper / low poke mixup, Dudley overhead, every divekick in the game would be reaction AA’ed without incident, etc etc. Even doing something like cr.jab -> hitconfirm -> cr.mp on hit / walk up on block is 16F in game (11F after delay), which is a longer window than reaction cr.mp/cr.mk xx arrow, and everybody knows you can’t reliably hitconfirm stuff from single jabs.

Hm. So do i have my terminology screwed up or am i doing something right but not wording it correctly? Or both? Because when ryu (for example) hits a cr. Mk into hadouken, thats a cancel, right?

And frames are lost on me. Still learning them, but what i gather from your info is that i shouldn’t use cr. Mp/mk as a poke to hit confirm a spiral because cr. Mp/mk are not for hit confirms? I’m lost… -_-;

Ryu can cancel a cr.mk into a hadoken because generally that is safe on block. cr.mp/mk to spiral arrow is not.

But what if you are just buffering for the spiral arrow which is why i mentioned i use it as a hit confirm.

Buffering into it like doing it outside of range and it only comes out if they stick out a normal and get hit by it? A hit confirm implies you are close enough to do the crouching medium kick, and upon seeing it hit you do a spiral arrow, and when it is blocked you do nothing. It would take very good reactions to do so.

But if i am not using a cr.mk and go for the spiral arrow instead that’s not the same thing?

If you use a cr.mp and go for the spiral arrow that is the same thing. Cr mp hit confirm into spiral arrow would be incredibly difficult to do on reaction, youd have to see the cr.mp hit and then do the spiral arrow, or stop yourself doing it if you see it blocked.

Ok! Wow! Thanks for the clarification!

Are the combos on the front page relevant to AE or have they changed slightly?

You’ll have to dig a little deeper. Some of them do not work because normals have had their properties changed.

I saw the AE thread now. :tup:
Another couple of basic questions…
It looks like jumping lk is the best normal option for a cross up, and jumping HP for a deep meaty jumping attack… Is this correct?
Also being cody/adon main, I use a nutrual jump HP and HK respectively… Cammy does not seem to have a good neutral jump normal attack, or am I missing something?

thanks

neutral jump ex. cannon strike?

neutral jump normal attack :smokin:

no never. neutral jump mk to aa it has good upward hitbox. but then again you have better standing normals to anti air. like far hk and stand close hp or mp. and of course cannon spike.

neutral jump lk is instant overhead. but you leave yourself 100% vulnerable after it. i never use it. if you want to win the round or match yeah maybe and your opponent is at 1hit kill. useless damage otherwise.

Di,

Removing ST/Alpha nj.lk and nj.hp and replacing them with near useless zero range moves was Capcom’s way of ensuring Cammy didn’t have one useful neutral jump normal. Meanwhile Bison gets a new nj.hk which hits diagonally down and is a heavy attack that stays active for Idon’tevenknowhowmanyframes omg salt

Neutral jump EX strike is the only viable air to ground. I find it hits way more than it should since almost nobody expects neutral jumping Cammy to be able to hit them, lol.

I agree ^ with that. Sometime i just throw it out there randomly and its like oh shit, sweet wasn’t expecting that hit lol. Also tend to throw it out there when i have no idea what else to do lol.

Thanks guys. Confirms what I’ve seen since messing around. ugh. I’ll have to be conscious not to NJ as part of my mix ups while using cammy unless I’ll be spending the meter. :tup:

Even the police are baffled with capcom’s actions…

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