Lol I’ve been trying to mess around with stuff like that but I couldnt figure out how to make them go into that weird hitstun without a tkcs nice find. I’d use a tkcs to set up the meaty Cr.Hp but thats useless since you could already just tkcs>Ultra. Thats video just made my day.
Team NSB vs.Beat By Contest Contest FINALS: Sako vs. Haneyama
Starts @ 50:58. Cammy action starts @ 57:13.
Fais péter. :rock:
Did you test the rest of the cast I know it works on Sakura I just did it.
I put the characters it works against in the description, although I must’ve messed up my execution against Sakura when I tried it because I didn’t have her listed originally. I updated it now though, thanks!
good points to be considered. 1) after chuns forward throw, if she dash jump. you EX spin knuckle because thats an unblockable setup. or late cannon spike you fly unharmed and really hard for chun to punish. 2) DEFENSE! block and block and block. 3) backthrow safe jump setup. 4) backdash punish. low strike, crouch hp. :looney: 4) block, FA, Spike every Hasanshu.
and many other things like. sako whiffing c.hp. it can punish her whiffed far hk and far hp :mad:
gotta love sako :lovin:
Di,
This is very late, but Steinmania helped me out and uploaded some of a set of replays I recorded a while back. I play only on PSN, don’t really get much feedback and don’t have a way to upload matches.
So I wanted to get some kind of feedback from Cammy users, whether on general play or specifics. I’d say none of these matches are ideal and in a good portion of them I do below average, but that’s probably a good thing as far as feedback goes, if I only uploaded strong matches I’d not be able to look at my weaker issues.
Some of them are older than others, so I thought it might be interesting to look at differences between them and the newer ones. None of them especially current now though because I took too long posting this.
Starting out I felt like the main things I needed to improve on were bad reactions in general, making better use of ultra/super meter (arrow fadc), and inexperience with certain matchups due to not seeing them much online/playing defensive as a result. You can see all of these pretty well in the first part, because these matches are the oldest ones (November 10):
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Abel (HAV): I think I do better against grapplers than I did at this point but I think the Abel matchup is still one of my weaker ones. Partly because I see them more often online and practiced the matchups more in training, I feel more confident against characters like Guile and Balrog than I do against Abel, which I think is backwards from how it should be for Cammy. I guess it’s a habit from ranked but I tend to play passive/defensive early, even though that gets me killed against grapplers, working on that. I also don’t react to wheel kick a few times, even though I know it’s punishable. But I honestly expected to do worse than this.
Balrog (Dmac0424): I couldn’t do the bnb for my life, fortunately that’s visibly improved since then. Don’t really have other comments on this one.
Zangief (Chief713): This one is pretty bad I think. I was a little worried about his U2 but then I didn’t anti-air much if at all. Zangief realizes that mid-way through. And my green hand punishes are weak, and I should be jabbing instead of crouch LK. And then I whiff a neutral jump into blocked uncanceled arrow… Awful, but I’ll partly blame that on having messed around with a different character and forgetting for half a second that Cammy’s neutral jump doesn’t exist. I think I’d do better in this matchup now but I haven’t fought a Zangief since then.
[media=youtube]5UQqBSoQYcE"[/media]
Rose (sksksksksk222): I played a bunch of matches against this Rose but I was only able to save the last two. These matches are more recent than the first set (Nov. 28). I’m still reacting pretty slow in this one, I FADC’ed in the second round because I wasn’t sure I’d make it in time. And I’m not using the wakeup OS even though I remember to do it occasionally against other Roses. Comments… I cringe every time I get thrown out of backthrow -> empty strike. This Rose techs a lot so I should use more dive kicks but I’m usually hesitant to go crazy with them, and it cost me later. 4:04 was a botched dash ultra. Not really sure why I was cannon spiking against Rose. Probably a bad decision, but in this set the Rose was sitting on U2 often, so I tended to try to force him to use it even if it meant I’d trade with/eat the low-damage U2 just so he wouldn’t have the better version later.
Fei Long (JuanKill): This is from the most recent set of recorded matches (still only as “recent” as Dec.1) but I still wasn’t anti-airing in this one? Fortunately the Fei Long was sitting back and trying to punish me, so I just tried out varying between long range jump/strike and tried to make him walk back.
[media=youtube]MP0HQmHpysI"[/media]
Guy (Minoru_Hoshi): Also Dec. 1. Not much experience with the Guy matchup. I don’t attack much when I’m unfamiliar again, so I end up just watching Guy do his thing for most of the first half. I also still miss obvious opportunities like landing an EX strike or jumping out of U2 and not doing anything.
Any comments are appreciated. As mentioned, none of these are completely recent, but it’s not like I’ve radically changed my style since then. I think I do best in matchups like Ryu/Guile/Dhalsim/etc. where knockdown -> dive kick oki is effective, I play too defensive otherwise. But I think I’m getting more of a hang of close-range pressure and I hope there’s a difference if I’m able to get more recorded in the future.
i like your cammy, good ground game.
general comments:
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get in the habit of buffering mk arrow in footsie range (c.mk, s.far.lp, far mp, c.mp). you landed many successful counter pokes, if you buffered arrow it would score you a knockdown.
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dont drop/stop mid combo ON HIT, to go into anther strike.
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bad habit: low strike then Cannon Spike. big NO SIGN on this one. i go for such frame traps vs jab mashers, tech throw happy to land FADC Ultra. i wouldnt even consider it without the 2 bars to FADC. (even with 2 bars its risky as many characters can backdash and punish you on whiff)
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Anti-Air: CS, Air Throw, jump lk/hk, close mp, close hp and far hk. air Spike hit is painful. you allowed alot of free jump ins. your opponents had no fear of Spike.
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maximize on punishment: example = blocked Guys ex tatsu special. just Ultra that shit.! (far hp is a bad punish! i wonder if you were going for close hp, arrow? and got far hp instead.)
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notice those alleged “safe jumps”. most if not all are whiff jumping attacks (thanks to cammys late wakeup animation).
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after EX strike always go for the heavy combos. c.hp, c.mk, hk sa (mk sa). sako combo. and of course close mp, c.mk/mp, hk sa.
other than that i think you are solid. especially your ground/poke game. keep it up! :china:
Ok so I’m trying to get back into groove here and I could use some constructive criticism. I played a guy in ranked and I asked him to a first to 5. I won the first and lost the next 5 straight. Anyway, one thing I noticed already is that I go into autopilot and do the same shit over and over. This guy downloaded my ass and just dominated me. It shows, I’ve got to mix shit up. Any other tips would be greatly appreciated…
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First thing I noticed was when you did EX Strike to Spike Abel and Gief, it looked like you wanted to maybe frame trap a jab or crouch tech, but you were doing the Spike way too early. They were still in blockstun from the EX Strike, so even if they were doing anything but blocking after that, they’d still block (absolute guard). For that tactic to even have a chance of working, you have to wait until they exit blockstun from the Strike.
Against Rose, you have to pay more attention to her revenge meter. I think you were a little too fixated on beating the ultra. You can’t beat it, because it’s invincible up until it goes active, and it has 0 recovery. Rose will always be able to block anything, including meaties. The reason you were getting trades is because SK was probably trying to ex spiral or ex soul throw (I’d go back and check out his inputs to see what his goal was). The safest way to bait it is by either safe jumping it or just walking up and blocking. It’s generally not good to jump in on her otherwise. Just keep in mind that can just block it, let the orbs hit, and Soul Throw for a chunky 3-hit combo.
Against Guy, cl.hp is your friend when he’s hovering over top of your head with elbows. Also, you can punish his run overhead with at least st.lp xx SA, maybe more. Other than that, you played it well.
Solid stuff overall.
I believe you would’ve done a lot better in the set if you had your punishes down. Everytime you missed a combo into drill, that Juri always had his ultra punish ready. It should be the same case for you. Be ready for those pinwheels, especially EX pinwheel, as they have a ton of recovery. On block, their disadvantages are as followed:
LK Pinwheel: -4
MK Pinwheel: -8
HK Pinwheel: -11
EX Pinwheel: -13
LK version is pretty much safe because of the pushback (st.lp/st.lk xx SA might work, but I’m not sure). The others can all be punished with 7f st.mp xx SA or 6f cr.mk xx SA. For the ex version, if you’re afraid you’re out of range, you can walk foward a bit and still have time to do it before she recovers. If you don’t want to risk missing the punish, reversal SA (7f) will work just fine too for MK Pinwheel and up. HK and EX Pinwheels can also be punished with Ultra 1 on block.
I saw that the Juri got you often with HP/EX counter on your divekicks into falling j.hk. Try to work on getting reacting to that, and AA with either cl.mp, cl.hp, or Cannon Spike (I prefer the latter 2). I saw that you tried using cl.mp one time, but you did it a bit too early. The EX counter is a bit harder to deal with, since she can control it.
Mix in more empty jump throws, and you should keep her more honest about using counters. Throws own Juri for free. EX pinwheel has no throw invulnerability, so she can get thrown out of its startup. Juri’s only options besides teching the throw are to jump or U2.
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same damage as cl mp > cr mp but more stun
I’m pretty sure I already wrote this in my month one Juri impressions post, but that was so long ago, that I’m not even gonna search for it. So…
LK version is terribly unsafe on crouching Cammy, like -9, because the second hit whiffs (it actually whiffs on everyone). Unless performed at VERY specific range, you can always punish it with a reversal SA.
As far as EX pinwheel having no throw invulnerability, I don’t suggest throwing her on wakeup. The window is only 1 frame long (the first active frame), so it is better just to go for a crossup, EX Cstrike (beats EX pinwheel clean at proper angles) or even meaties. Remember EX pinweel isn’t invincible on the first active frame, and the first hit does only 40 damage, so trading cr. Firece isn’t that bad at all. Finally Juri’s HP/EX counter is indeed a free CSpike.
i never get how combo --> SA --> CS works.
When i do it against rog in corner, sometimes, the CS connects after SA, but sometimes it doesn’t.
count yourself lucky you didn’t play Alucard’s Viper [media=youtube]gC6l-JEj2sY[/media] … i haven’t played his Juri or him recently but he’s really good at sniffing out mixups and when you’re playing soemone who is unmixupable, you’re best bet is to play stagnant and grounded… work in the basic stuff… antiairs, turtling, and punishing…
dug through the Kim AE YT account to find this… as of now i haven’t watched it yet and i dunno if its old or whatever but here: YouTube - SSF4AE’s Channel
Thanks for the tips! That helps a lot.
@Barzaad: I’ve played his Viper before and yea it is beastly. When I matched him recently in ranked I thought he was going to bust it out but I guess he’s sticking to his Juri.
heres a few wen im sober lol
going to WCW 3 woot
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Interesting… I didn’t even know that about lk pinwheel
Sako in training mode, figured it was worth a look. The videos are split up by character.
thanks Airamae, damn everytime i see sako playing i learn something new :nunchuck:
close mp to close HP on crouching Vega :nunchuck:
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