Ryu is top notch, I agree, but you’ll find simply much more capable Sagat and Boxer players than Ryu.
Especially here in SoCal.
Ryu is top notch, I agree, but you’ll find simply much more capable Sagat and Boxer players than Ryu.
Especially here in SoCal.
gief’s not a completely hard match-up…you just have to COMPLETELY switch up play-styles in order to get in and win…honda and balrog are much more difficult
Haha, I’m such a scrub but I love Cammy and am trying to get better. I’m lucky if I can string 2 wins together and the computer gives me a hard time. I watch the Allen videos in awe and try my best to play right but I know I’ve got a lot of holes.
She’s a fun character and I think she’s awesome! HUZZAH!
Cammy’s Back Throw is fucking major. Off of a Back Throw, Cammy can mix it up between a low to the ground meaty RH Strike or a low to the ground LK Strike for reversal bait. On top of that, at the right height, an LK Strike will take you across them as they stand back up, and with the right timing, it looks like meaty c.LK is possible. If that’s the case, it drops Cammy in the range she wants for meaty c.LK. If not, it’s still pretty decent; it just opens up reversal throw as an option for them. But definitely try back throw if you can, it’s really a strong set up for Cammy, especially since you don’t have to worry about techs.
Comment from WofleBlazen about that SPD beating out Cannon Spike
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“Cannon Spike takes about 7 or 8 frames (not sure) to lift Cammy off the ground. About 1-2 Frames after the full body invincibility frames have run out, allowing her to be thrown out of it during the 2 or so frames before she is airborne.”
“However, other characters SRKs have additional throw inv until the move is airborne after the full body invincibility wears off to make the move uncounterable by throws.”
ok now that everybody’s made their points and everybody sees each others’ points of views:
i just got the japanese console sf4 guide book, and it’s got some interesting stuff with cammy. i don’t have it right in front of me, but some stuff i remembered:
after hitting a dp from up close, immediately go into fierce hooligan. if they tech roll, you can immediately grab them, even if they’re crouching. against most characters, this will beat all forms of block, normal move mashing, jump, and backdash. if they backdash, you whiff grab and get a free combo
it loses pretty horribly to any invincible move; even rufus’ ex messiah kick gets all the hits on the ground. since balrog is retarded and takes that big step back on wakeup, he gets to mash jab to beat it
still though, it seems pretty solid against a lot of meter-less characters
off of a back throw or a hooligan ground throw, immediately whiff low roundhouse. this gives you the perfect timing to do a super meaty forward drill (cue meaty discussion). if done properly, this drill set up gives you frame advantage on block (which is basically a free insta-dive kick set up since everybody is going to mash throw/low short here)
on hit, you can juggle a dp midscreen. just forward drill into dp is like 280 damage
it also has a list of characters that cammy cross up short works on (don’t remember who), and states the obvious: if you can cross them up, that gives you a mix up between cross up short and dive kick
umm, i think it had a safe jump in set up off of forward throw… and i dont remember what else
Thats nice info there… Now to learn cancels lol.
EDIT: you should post the characters she can cross up when you get the chance, if you dont mind…=p
Cammy has a -2 frame advantage after forward dash canceling a Focus Attack (hit or block).
Its a -6 frame advantage after back dash canceling a Focus Attack (hit or block).
If it doesnt crumple the opponent of course.
After a a back throw or a hooligan ground throw couldnt you also wait a sec then jump at the opponent and time a LK Cannon Strike to cross them up as they get up?
Also does that book say anything about throws beating out the Cannon Spike? Like in my above comment?
Awesome info. Gonna try that shit as soon as I can. Thanks, Campbell.
Plz can someone explain what a “Meaty” attack is?
And what do you guys mean with “dp” ? … Like you can juggle a dp midscreen??
Sorry but Im kind of NOOB. lol?
meaty is using an attack when an opponent is getting up from knockdown early so as to maximize safeness/comboability. Spiral arrow has quite a bit of active frames (how long the move can hit for) so if you do it early when they’re waking up good enough that the last available frame hits, you either get an attack that’s +1 on block, or if they don’t block since the arrow hit in the middle of her hit-box (usually hits with her feet) you can get a cannon spike anywhere on the screen
DP=dragon punch…Due to the fact that there are many similar invincible, very fast, high priority moves, they’re usually referred to as DP, mostly because it’s easier and more universal than saying the specific name of the move
Someone posted about the fierce hooligan on wakeup in a seperate thread. It was pretty cool find and it works really well after her DPxxfadcxxDP combo. Just can’t do it against shotos or sagat with ex meter
Is the safe jump in with j.lk?? That’s what i usually do after a forward throw and it crosses up.
That meaty drill set up sounds really dirty, gotta try that out later on.
Thanks Buk, really good info. Will be trying it out this week.
Thanks for the explanation man.
It really help a lot.
Someone knows witch version of CS is more safe on block?
that sounds pretty sexy. i’d love to try that out and see how it works out for me
on the note of backthrow or hooligan. i actually been using the dive kick whiff/crossup mixup, and for the most part, it has been working out great for me.
after backthrow/hooligan, whiff either MK or HK dive kick (varies between chars too, i think) and you’ll sometimes look like you’re gonna end up behind them and you’ll land in front, but w/e side you land on…c.fierce, c.fwd xx drill
Yah, this is the same mixup I use. It’s so good.
if you look at the frame data, all of them are -30…even EX
I dont know exsacly how to read frame data YET!
But I’ll understand all there is to it… I promise! lol?
But non of the CS makes cammy lands a bit further away form the opponet?? at least?
well just compare that -30 with the start-up of other moves…
most crouching jabs hit on the third frame
cammy’s dash is about 20 frames
cammy’s cr. mk hits in 6 frames
so at the very least if you’re cammy vs. cammy, you should be able to dash->cr.MK xx SA
balrog can EX dash upper, cr. lp, cr.lk xx headbutt->ULTRA
most characters can just ultra