In endless battles I will always try go for the maximum damage type stuff, but in Ranked matches I just don’t try it. I want to get my points up (sue me, I care about numbers :< ) Not worth losing the entire game because you tried to get 20-40 more damage. I know there is situations where that damage would have got you the win, but more often than not the risk outweighs the reward in terms of her combos online.
How do you figure that?
Because plinking HP should be regular which can link 2 hit arrows fine. I like the wake up set up it offers in most matches. Right now the difference between mk and hk arrow knockdowns are good to mix up with imo.
Yep.
Especially with characters you can safe jump/crossup after mk SA such as Rufus and Fei.
I see what you are saying. However, mix ups and diversity aside; -22 on a blocked hk spiral arrow is completely ludicrous. I dont see how you can be “worse off” when you can already be punished by almost everything when blocked.
Sure you can prevent punishes by not throwing out random spirals, but sometimes for me personally, I want to cover space quickly and safely, to close the distance.
Didn’t old Spiral Arrow grant you more or less the same ambiguous mix-ups anyway?
For me, it’s to do with covering distances and more to do with if you mess up a combo trying to go for max damage when say, your combo requires a single 1-frame link or more(let’s say you wanted to use st.mp, cr.hp, st.mp>MK SA vs someone like Rufus, that has 2 1-frame links in it), you don’t have the option of being able to FADC it if you mess up. You can plink, but even Sako, who has better execution than almost anyone and plinks on top, drops his links. Same with whiff punishing things too.
I understand and I do the same thing but I also consider it a lazy tactic when I’m bored or frustrated. IMO if you’re playing a solid game you should never be throwing out something unsafe like that.
Wasn’t the old HK SA more or less the same as current MK and EX SA knock downs where you’re in position for a j.lk cross up? I like that wake up set up but I also think it’s important to have a variety of attack patterns up your sleeve which is where the current HK spiral arrow knock down helps.
As for tough links, me personally I try to find a middle ground since execution is the bane of my existence. I use cr.lp > s.HP as my bread and butter bnb. I find it very easy and reliable. I’m much more solid with it than I ever was with the Vanilla and Supers cr.lp(2x)>cr.lk>hk arrow(I could never quite get that down perfectly) and the frame trap potential with s.HP really lets you work the throw/surprise ex strike/ect if they block.
I think the next frontier for this version of Cammy is learning to tailor your game so your opponent can’t breathe from non stop-close to safe-high damage pressure.
im just learning to use my te stick but, isnt cr lp >s HP a lazy ass combo? cr lp dosnt even hit low. Her old bnb is actually pretty easy if you do it properly I still use it alot because its so very safe if you screw up the arrow dosnt come out and you dont get punished for it. what I found to make it super easy is this, Cr lk St lp cr lk > ex arrow, heavy arrow will hit twice on most of the cast still
I’m not sure what you mean by lazy ass combo. To me still using her old super bnb combo is a lazy ass combo.
It’s not perfect but that’s where having multiple movement patterns up your sleeve comes in. For example in some situations I like to mash out cr.lp’s in which case I’ll have to chain two thus changing how I end my combo. Most often I’ll end that with cr.mp because that frame trap usually feels most comfortable to me in that situation, especially when I’m landing this off the fly not really sure if it’ll connect.
But your point about cr.lk is valid. It’s good to have a combo you can use that will keep the opponent crouching. But on the other side of thinking, only using cr.lk to start combos really limits what you can do with frame traps imo.
i dont really see how her super bnb is lazy, you said your self you couldnt even bearly do it. her super bnb is safe because if you screw it up the arrow dosnt come out and you dont get punished. Its great for online play when lag can be a factor.
But its all a matter of personal preference I suppose. Ive never really been fond of 2 hit combos into arrow because of the short hit confirm. Just personal preference
I used to have a lot of trouble with the motion for arrow at the end of her super BnB, sometimes the arrow wouldn’t come out at all or I would get the wrong one. I say it’s lazy not because of the ease(which it probably is for most cammys besides me) but because I see it as clinging to her old safe ways instead of utilizing the new tools given to her where I see there’s still a lot of potential to be uncovered between the frame traps and various combinations of mix ups, knockdown and otherwise.
I have no problem at all when using cr.mp or cr.mk or s.HP linking into arrow so I’m thinking if I can do it, anyone can. It’s really not so bad about the hit confirm because you should know what you’re going to do off the first light attack anyway. That’s the spot where you’ll get your best shot at mixing up throw/ex strike/block. I hate to beat a dead horse but I really see this stuff as critical to generating offense against a player with a sound defense.
It’s also kind of nice to link from s.HP because she has no QCF+P move to slip up with. You’ll have to tap HK for the arrow and if your opponent is blocking when you do that you probably deserve a monster punish.
Majority of the people in the finals at evo (besides the seth) played their games very safe. I dont see playing safe as a bad thing. However I dont see cammy as A tier without using 1 frame links either. Its a bit of a catch 22, play it safe but you cant. Prolly why cammy wasnt represented this year
I agree. Keeping your game safe and simple is the way to go.
I see the real important links to have are:
cr.lp > s.HP (this is #1 for me and I hit it 95% when there’s no lag), sometimes I’ll add a cr.mk after if I’ve committed to the combo and they are blocking.
cr.lp(2x) > cr.mp
cr.lp > cr.HP (a little trickier for me)
cr.lp>cr.mp>cr.mk(hardest one I’ll use usually)
Each one of these has unique perks to them that should be understood and used.
Sometimes I’ll do other stuff like add in cr.lk’s or link to standing MP but the ones above I see as much more critical. I don’t think those are THAT bad execution wise. Hell I have a harder time looking out and executing the ultra off a CH cr.HP than I do linking the cr.lp> cr.HP.
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Thought I should say that although I’m probably not going to comment on every single one of your uploads, I do watch them and I really appreciate you bringing us high level cammy footage : ).
Thank you. We definitely appreciate that.
Here’s some more ambiguous cannon strike vids I made. I’m gonna try to make one on each character. So far Balrog is the only one I can’t crack.
http://www.youtube.com/watch?v=AKEwj-NsZ1c - Sagat
http://www.youtube.com/watch?v=9aEW-caUv_E - Seth
http://www.youtube.com/watch?v=Hv6gQqV7iGc - Rufus
Agreed. Thanks for the uploads, its rare to find high level cammy play nowadays.
Ughh a competent Deejay is so frustrating to play against.
10000 hours video editing incoming
[media=youtube]5bIgbhKUmho[/media]
Strong laggy t hawk match, pretty self explanatory.
Crossup dive kick on rog’ll have to look like this: http://www.youtube.com/watch?v=q9hyjyjwMYs&NR=1
not really sure how you’d be able to make it crossup after 2 hit drill knockdown.