Anyone have any tips against Cammy? Is this a bad matchup for Dic or do I just suck against her?
I find Cammy matches can be tough to deal with. Always remind yourself that a Hooligan can come at any moment. If I don’t have the time for much because my reaction was slow, I’ll just spam standing jabs to knock her out of it.
Try to stay just out of the range of her short Cannon Drill. Since so many Cammy players seem to like to spam short Cannon Drill to Cannon Spike, hitting them with a standing roundhouse as she’s landing from the Cannon Drill before the Spike can be VERY helpful and lead to a quick dizzy, though also very dangerous if your timing or spacing isn’t good enough. Crouching MK is also good for this sometimes, though don’t rely on it.
The fact that she can knock you out of Psycho Crushers with her Spike or even with a jumping MP makes it hard to get in on her.
I find it easy to cross her up and quite safe because unless they Spike really early, she’s just going to fly up under and behind you whiffing it.
Her double hit knuckle is a free standing RH every single time.
Stomp and Devil’s Reverse is very risky against her, but throw it in after a crossup to crouching MK helps. (Might need to do two crouching MKs to have the time to charge for the stomp, DR requires less time to charge.)
Last I checked, M.Bison was a bad match for Cammy, not the other way around, but I’m new to SFHD. AFAIK, kick the shit out of her with MK and HK, and use Scissors Kick pressure if she tries her Spiral Arrow crap.
reads back a few pages on vs. Akuma
Man. I’ve only played a little bit but Akuma seems… problematic. Seem to be eating a lot more SGSs that I would prefer (unblockable setups? REally? That would explain a few things), 45% damage for DP/35% damage for Hurricane Kick seems really retarded, and getting around his air FB still seems like a major pain in the ass. I thought they balanced this guy? >:|
It works great. Good stuff man.:tup:
Akuma bans aren’t out of the line now =\
Dunno why but it seems to be a pretty even matchup from what I’ve seen. In Japanese matchvids theres a lot of runaway involved on both sides.
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Clearly theres something of Cammy’s that scares YuuVega. Although I haven’t seen any really good Cammy’s so I wouldn’t know what it is. :looney:
I seriously do not see how Dictator, or any other character for that matter, can beat a solid Akuma player in a series. If you watch Damdai’s matches, you will notice that once he gains meter, which is not exactly hard to achieve with Akuma, you will eat the Raging Demon almost all the time due to inescapable set ups. In fact, from watching Damdai’s matches on youtube, I only recall observing one whiffed Raging Demon. Every other time he did it, it would connect, appearing to be inescapable.
Imagine the following scenarios:
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Meaty Air Fireball -> Raging Demon
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Air Fireball -> cr. LP -> Raging Demon
There is nothing (as far as I know) that a Dictator player can do to avoid these set ups except pray that the Akuma player messes up.
Akuma takes a lot of damage. That is his only weakness, but considering his superb defensive options (i.e., air fireball, Ken-like Shoryukens, teleport, etc.), it would be immensely hard to close in on him, much less trap him.
HDR Akuma seems more and more like O.Sagat in Super Turbo. Maybe even better.
Hit the nail on the head.
Even O.Sagat didn’t have a practically guaranteed way to win once he got a super every round.
Your only chance there is to meet him in midair with an attack. Those scenarios aren’t so bad. It’s when Akuma starts crossing you up that you’re screwed unless you have a super.
Mr. Trite:
> Even O.Sagat didn’t have a practically guaranteed way to win once he got a super every round.
Well, that’s because O.Sagat didn’t have super, but I understand your point.
re: Akuma
Frankly, I thought it was because I sucked, or at least sucked at HD (actually, I’m much more of a HF Bison player than ST Bison player, so there’s an additional level of unfamiliarity: HF Bison Psycho Crusher >>>> ST/HD Bison Psycho Crusher, though ST/HD Bison is better in every single other way), or because I was playing on a pad until I get my hands on the TE Stick. It’s probably because of all of those too. But then Akuma would knock me down, and then go for meaty Air FB -> throw loops, and I couldn’t get out of it. I would try to meet him in the air, eat knockdown, then get screwed. >:|
Also, what is with Akuma’s crossup? Was it always like that? Or was it always like that against Bison? Coming from a HF background, this is very strange to me: HF Bison is one of the hardest characters to cross up, such that I would seldom ever get crossed up, and even when I did I always blocked properly, but here I’m getting crossed up repeatedly, and failing to block way more than I should. >:|
Yeah, Bison’s pretty much screwed if he starts getting crossed up. Almost impossible to get out of it unless you have a super. If you’re feeling very risky and the jump comes in somewhat late, you can take a step forward as they are jumping and crouch making their jump-in miss and then throw on landing, but unless you have a natural instinct for it, it’s not going to work out too well for you.
I guess the other thing you can try is to Devil’s Reverse on wakeup… but that’s never worked too well for me. I never seem to be able to time it right with the invulnerability frames.
^^^
I’ve been having some success using the devil’s reverse on wake up. I find that by watching Bison’s feet as he gets up I can time it pretty well, at least that has been working for me. Worse case scenario you get hit, but still build meter for the oh-so-useful super.
Been away for a while, just noting somethings that I’ve experienced recently:
vs Claw:
jump back hk works wonders vs wall dive, if you have space to jump back. Beware of his other wall attack (d, u + p) as i don’t think jump back hk beats it cleanly.
Note that vega has a jumpin lk tick throw which may be difficult to get out of if you’re cornered.
vs Chun:
If you corner Chun don’t try jumpins, her up kicks will likely beat you. Maybe late-timed high (i.e. started from full screan and using d, u towards + k) headstomp will beat it, not sure. If Chun isn’t cornered, if you late time a crossup sometimes her kicks go the wrong way, putting you in a good position to punish.
vs Shotos:
c hp works great if they end in front of you, or if you’re cornered. You hit them out of it, and then they will pop into the air. I’ve found that a meaty psycho crusher works well here, most people seem to miss the reversal dp timing (time it so that you hit with your waist or legs to hopefully avoid getting tagged on your recovery). Note that if you’re in the corner and they hurricane kick and you do c hp too early, you will miss and they can sometimes cross you up on landing–plus they will recover before you.
vs Cammy:
Can you hit her with a s mk/mk after a blocked cannon spike? I have never been able to do this and I’m guessing no, but I’m not sure…
I find that fighting Cammy is like fighting Ken in that you don’t want to get into the habit of charging too much, let the stick be in neutral more…
vs THawk:
Would like input more help here
As with any grappler try not to get knocked down. c hp seems to beat hawk dive cleanly
I heard that psycho crusher can be used to break chain grabs (ken, balrog, dhalsim, for example)…is this true? Do you just eat a normal instead? Could be preferable…
I use piano DR to get out of ticks
You just have to dictate the pace of the match. Whoever gets momentum first will have a much easier time. A lot of her shit is really unsafe, so if you can just keep the pressure on her you’ll be fine.
Vs. T. Hawk: cr. MK beats Hawk’s j. jab which is his main setup for throws.
I haven’t tried it yet since I never fight hawks online but really, I have trouble imagining c.mk beating a j.jab from anyone ~_~
Hawk’s jumping jab can’t hit Dictator crouching with correct spacing. So if you just lay out low forwards Hawk will just jump right into them if you space them properly.
Crouching strong and fierce can also beat Hawk’s splash but the timing is strict.
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Notice how the Dictator players use spacing and crouching attacks to anti-air Hawk. Also notice how sometimes depending on spacing Dictator can lose.
When do I use j. mk to crossup as opposed to j. hk? So far all I use is j. hk…
And is there any good way to really get out of the j. mk, d. mk, sonic boom, repeat funny business from guile?