You say tighter combos, but that only refers to SF having links(mainly) and GG having the ability to cancel normals into eachother. However overall Guilty Gear is much MUCH more execution heavy, there are plenty of timing and spacing specific combos with juggles much more strict than anything SFV has and on top it requires inputting airdashes, specials in quick succession. Heck even regular jump in combos are more tough to execute in GG lol.
Actually inputting a reversal in GG is MUCH more difficult, there is no or hardly any input bufferring to help, it has to be timed tighter than any link SFV has. Same goes for reversals in SFV, much more easy to execute and time.
Asking how to play Cammy, or basically almost any character in SFV is asking how to play SF in general. The core of SF is using normal attacks in neutral to defend your horizontal space and when the opponent jump, you anti air. That is SF at the most basic level and any character can play this style. This is oversimplyfying it but it is mostly true. Play with a buddy and ONLY use 1 or 2 normal attacks, no jumping, dashing, throwing. This will help you grasp how to play the neutral game somewhat. There is a lot of nuances to playing neutral that is impossible to all write down, it comes with experience.
Point is, do not overcomplicate stuff. The moments to apply pressure come naturally after winning an exchange in the neutral game.
Chances to do combos come from applying pressure, so in short it is this:
neutral>pressure>combos
Beginners tend to focus on the exact opposite things:
combos>pressure>neutral
- You said Karin straight up walked into your ranges, what did you do about it? how do yous top opponent from walking forward…you use normal attacks to defend your horizontal space, simple as that.
I’ll refer to my stuff i posted above^, neutral>pressure>combos. Can’t skip steps(i’ll admit Cammy has her EX Divekick which basically skip neutral and lets you go straight into pressure)
2.You say you sometimes get cannon spike instead of spiral arrow, this means you had a FORWARD input somewhere, this causes you to get a cannon spike. A cannon spike is a f,qcf input, a spiral arrow is a qcf input.
So if you would walk forward and then do something like st.hp xx qcf+k you would get the cannon spike. This is because of the buffering system in SF, it remebers inputs longer, it’s to make things more easy. try to avoid having a forward input in front of your stuff when you don’t want it.
You get sweaty fingers because you are stressed while playing, there is nothing on the line here, just play to learn, it isn’t a tournament, no money etc.
3.i’ll refer to my post above. SFV wakeup timing isn’t sever at all, it is VERY lenient, guilty gear is extremely severe in its wakeup timing(as in to get a true reversal timing)
- short overview of SFV mechanics regarding combos:
[list]
[] Chains
[] Target Combos
[] Special Cancel
[] Links
[/list]
Chains
In SF chains refer to LIGHT attacks cancelling into eachother like say Guilty Gear would allow you to cancel normals of different strenghts into eachother. In SFV not all light attacks can chain into eachother though, so mess around in training and see what works(Cammy cr.lk, cr,lp and cr.lp, cr.lp and cr.lp, cr.lk and st.lp, st.lp and st.lp, cr.lp are chains)
Target Combos
Same as chains wher eyou cancel normal attacks into eachother, however these are specific button sequences that differ with each character. Cammy has her b.mp>hk as a target combo, same timing as chains.
Special Cancel
This is wher eyou cancel a normal attack into a special attack, same timing as chains, basically you just do it as fast as possible whle still trying to get clean inputs. There is no real timing involved.
Light attakcs have shorter animation and gives less hitstun, which means you have less time to input the special attack compared to when you would use a medium or heavy attack.
Links
This is what SF is known for, links require you to press a button and have it complete its full animation before the 2nd input can come out. buttons with more hitstun and longer animations require you to wait longer.
Set the dummy to “block after first hit”, if the dummy blocks the 2nd attack it means you are too slow, if your 2nd atatck didn’t come out, you are too fast. That is how you get the timing down. Some normals cannot link after eachother.
In SFV there are VERY few natural combos wher eyou can link a medium attack after a light. Cmmy can do standing or crouching lp, b.mp>hk(her target combo)
For combos look at player replays, guides, threads etc or you cna have fun and fugure them out yourself.