Delta Red Debriefing: SSF4 Cammy Video Thread

Daigo’s Cammy has a TON of work. He’s yet to learn a lot of her very subtle idiosyncrasies. In particular, probably because he’s coming from Ryu, but he has yet to realize how horrid her ground to ground Cannon Spike is in terms of range. It’s so easy to whiff the Cannon Spike against a grounded opponent even if they just walk back a half step. I hate that.

Yeah, thanks to the person recording the matches with inputs on, you can see Daigo is doing that a LOT when he pokes with Forwards outside of the range. Obviously, when he’s closer, he’s not doing it, though. But against Ken, especially, he was doing it a lot. Probably to try and stuff Step Kicks, though with Cammy, Stand Strong into Drill is a MUCH better anti-Step Kick OS.

I’m not sure which Hooligan under the DP you are referring to, outside of the one where I slide under his DP. That was all complete accident. I didn’t even end up doing what I had wanted originally. LOL. Just a matter of something totally accidental looking good. :slight_smile: Just like my EX Drill in the Combo. Wasn’t for extra damage, was literally my finger slipping and hitting two Kicks at once by accident.

As for reactions, the real key is learning what you wanna react to. Most of the time, when you Ultra through a Fireball, you aren’t reacting to the Fireball and doing the Ultra. What you are reacting to is seeing NO Fireball and STOPPING the Ultra. In other words, when you expect a Fireball, do the Ultra. When you see them not throw a Fireball, don’t hit the buttons. However, if they Throw a Fireball, just finish what you are already starting. It’s much easier to react to something NOT happening and stopping yourself than it is to react to something happening and DOING something. Hopefully that makes sense.

As for getting better reactions, that’s tough. Because honestly, my reactions are piss poor. You see Valle jump at me several times with me not Anti-airing him because my anti-air reaction blows. Really, the best way to gain reactions is to keep playing. Recognize the situations where you DIDN’T react to something, and learn to recognize those points. Once you see those a lot, you’ll start recognizing the situation and if you tie it to the proper reaction, it’s easier to do. For example, I’ve learned how to react a LOT better to trying to Throw, whiffing a Throw because the opponent Jumped Straight Up, and DP’ing them on their way down. I just focused on that situation and really drilled it into my head. Now when that happens, I often have the stronger reaction to DP than to block, which is what I used to do more.

And playing a lot more really just puts you in those situations a lot more so the situation becomes familiar so your reaction improves, 'cause you’ll “recognize” it quicker. Just realize when you FAIL to react.

Also, you can punish yourself another way. There are a lot of times I am playing casually or against “lesser” opponents where, if they Jump at me, even if I react to late, I’ll go for the DP. I’ll eat the Jump attack and the follow-up Combo, but I’m mostly training myself to react properly. And my punishment for failing is eating a Combo so I learn better next time, as I equate not DPing them with eating a Combo. Rather than bailing yourself out with a Block, it’s kind of a negative reenforcement method of learning to react better.

For the Hit Confirm on the Low Forward into Drill (NON OS method), there’s really no technique to it. I really compare it VERY largely to Ken’s Low Forward into Shippu in Third Strike. Many people claim that Low Forward into Shippu was hit confirmable in Third Strike, and I largely believe it is not.

What it really comes down to is two factors. The first important factor to learn is that you can cancel Low Forward VERY late. VERY VERY late. Get used to learning how to Buffer into the Drill at the latest moment possible. This gives you the largest window possible for your reaction to kick in. And, once again, as I said above, ALWAYS intend to finish the Drill and react to stopping. It’s MUCH easier to do the Drill motion and hitting Kick and then stopping yourself from hitting kick than it is to think it’s gonna be blocked and then reacting by finishing the motion + hitting Kick when it hits. So always intend to finish the Drill and react by stopping.

However, even with that, if I set the Training Mode dummy to random block, I will fail the hit confirm probably 50% of the time. In other words, the dummy on random block is impossible to hit confirm. Same goes for Third Strike with Ken. I’ve seen players try to prove to me that low forward into Shippu is hit confirmable, like with Chun, but when they set the dummy to random block, they can’t do it.

(Note: Chun’s IS hit confirmable mostly because her cancel window is gigantic.)

The second important factor, thus, really is contextual clues. I’m not reacting to the hit, I’m reacting, in honesty, to the OPPONENT and what they just did. It’s very subtle, and I probably have just learned a second sense for it these days, but I usually hit confirm off of a few factors. I’m completely unaware I’m doing this, by the way, it just has become… natural. But if I see the enemy do a move, I’ll finish it. If I see the enemy standing right before the Drill hits them, I’ll finish it. If I see the start of a Focus or a Throw whiff, I finish it. Etc. etc. So again, I’m not reacting to the hit, but reacting to what my opponent is doing.

Does this mean if someone blocks at the VERY last second from standing, I’ll throw out a Drill and they Block it and I die? Yes. 100%. You see it happen in my games allllll the time. In fact, even in that set, you see me do a bunch of accidental Drills that are blocked and I die horridly for it. It’s just part of the game, and if it gets blocked and I get punished, bad on me. Move on. Just hope it doesn’t happen too often. :slight_smile:

I will say this, though: it’s much easier to do this off of Cammy Low Forward than most other characters because her Low Forward does have a bizarrely longer cancel window than most bufferable Normal Moves in the game. So she is definitely unique in that regard.

I really like that. Really really like that. Hahaha. Wonder if it works on Back Dashes, too…

Heh. I dunno, it’s actually a little comforting to see that good Balrogs even give Sako (and Daigo) some problems from time to time. These definitely looked like the hardest I’ve seen Sako work, compared to all the other videos where he slaughters people. Hahaha.

  • James

i dont think its fair to option select vs sim…the matchup already 9-1

i just disable my high kick button when i play sim to make it a fair fight :rofl:

I totally agree. I refuse to believe anyone can hit confirm ken’s c.mk in 3s. I actually think that cammy’s c.mk is more like chun’s c.mp in cvs2. It cancels really late, but right at the cusp of it actually being confirmable.

Oh my!

how do you play like this? to option select ultra in every bnb? :xeye::lovin:

amazing.

Di,

So basically buffering the input and then only worrying about one button depending on what the opponent does. I guess then masking the input with a stand short or jab would be the next step. I don’t want to sound like a Sako fangirl or anything (although let’s face it I am) but his reactions are ridiculous. Like from that video against the Boxer he ex dash punched the crossup and sako punished with a super on reaction which I honestly thought was godlike. The reason I want to improve my reactions is to be able to punish focus attacks, a Ryu player I often play casuals with eats me alive with them and it seems like he always manages to catch me between the cr forward and SA cancel. I’ll have to work on buffering and masking the motions.

LOLx at Diago mashing Cannon Spike!:lol::rofl:

ROFL!

Di,

here we go D:
why do I suck so much?

[media=youtube]z0YAxdsa_9U[/media]

Ah you are right, it is cr. lp. Saves me from trying something that does not work >.>

god cammy’s japanese voice is so annoying.

i’m not to great or anything, game was off that day. but I had a good comeback at the end :slight_smile:

just go to 2 minutes for the intresting part.

[media=youtube]1P-pN7EJes4[/media]

nice comeback but you should practice execution more. You had lots of dropped combos and looking at your inputs you were trying to mash the combos out. Learn to do the combos precisely so you won’t drop them as much. Also hit confirm your combos instead of just doing them regardless of block.

I’m going to go out on a limb here and state that hitconfirming cr. mk to HKSA is impossible. Under any circumstances. 2 reasons.

  1. Cr. mk leaves you at +1 on hit. So linking cr. mk to HK SA is out of the question. Cancelling is the only option.

  2. To special cancel a cr. mk to HKSA you have to hit the HK button before (!!) the cr. mk connects. (i.e. during the startup frames) Special and super cancels are input before the active frames even though they come out after the hit.

In short:The only way to get out a cr. mk xx HKSA is to hit the HK before you know you hit your opponent. Hitconfirming this, or any other special or supercancel, is physically impossible.

That’s why the OS is so good. If done from just outside of hit distance.

When I’m attempting to hit confirm, I just negative-edge mk. It seems a lot easier to just let go of mk if I see the connect of cr.mk, instead if worrying about hitting another button. Granted…I’m not doing full damage, but I achieve the knock down.

Basically…everytime I throw out cr.mk, I continue to hold down mk and buffer qcf. If I see that cr.mk connects, I let go of mk.

It’s definitely hitconfirmable. You can also cancel to HKSA WAYYYY after the cr.mk has hit and still get it to combo. I can’t hitconfirm cr.mk almost at all online but offline and in training mode w/random block I can do it pretty consistently. It’s easy to hitconfirm the cr.mk hit and do the HKSA but the hard part is learning to recognize a blocked cr.mk and stopping yourself before you press HK for the HKSA but it’s definetly possible.

Here’s some more vids from that tourney I fuxxed up.

[media=youtube]s19aEF6hld0[/media]

[media=youtube]YuRoUMmruA4[/media]

I definitely felt like he gave LF’s away, I made so many damn mistakes. Some execution errors, some “durrrrrr” errors. Need to keep it better together in tourneys.

[media=youtube]8QQY5hHnDVg[/media]

Me getting blowed up. Watching this makes me facepalm. Need to cut down the “all out” against Fei. Didn’t punish anything well. Now that I know the matchup a bit better I definitely feel like I should’ve won this. Didn’t play a lick of defense.

Next time will be different:nunchuck:

just wanna stress how important c.mk, buffer mk/hk arrow is…

especially in the dudely matchup… this alone could win you the match and gives a really difficult time for your opponent…

i dont think duds got an answer to it… with the occasional far hk and far mk… and proper CS anti air his j.hk… (damn j.hk is too good :rofl: Spike it… if he’s close then go for s.cl.hp)…

it stuffs all his normals (do it outside his c.mk range)… it even stuffs his towards+hp… :rofl:

this makes the match easier and you dont have to worry about his godlike towards+hp…

:sweat:

2 things i noticed from the fei match.

  1. You need to AA more, he jumped in way too often for free
  2. if your doing a tkcs mixup, u need to remember to delay it a bit since his cr.lk is a pain in the ass

Semi-off topic, but hit confirming ken’s low forward xx SA3/dp is most certainly possible. It’s not braindead easy by any stretch of the imagination, but it’s not even close to impossible. I know this because I can do it myself in actual gameplay, as well as know other people that can as well.

Hi james.

I know you think it’s possible. But it’s not. Try to really only hit after the mk has hit. The gameengine simply will not allow it. Because it all happens so fast it does seem possible. It just isn’t.

See if you can do cr. Mp. Wait till you really hear the cr. Mp hit and en press hk. I guarantee you won’t get the sa.

You can. I’ve practiced it for hours, cr.mk, buffer SA, see hit spark>hit HK if blocked don’t press HK. If It wasn’t possible then it wouldn’t combo if I pressed Hk after the hitspark.

Seems we are playing different versions of the same game.