What’s stopping a boxer from just using lp slide punch instead? Seems a little risky, though I guess he’s not getting a combo or anything off of the punch.
As far as startup frames go, it’s a bummer, but doesn’t pretty much every DP have some startup vulnerability? I for sure have grabbed shotos out of DP (you actually see the brush stroke for Ryu’s HP DP animate), so it seems like a universal thing.
Remeber the timing of boxer’s regular dash straight punch. After he hits you (you’re supposed o be blocking), hold back and press grab. Do that every time he goes at you with his dash punches. If it’s the overhead, you grab him. If not, you either take the block or get lucky and grab him.
Thus works really well for me. Boxers don’t try the overhead against me anymore
this is the same concept with the dp fadc grab/dp. Time your tech to be just after the would dp, so you eiter block their dp or tech their throw. I haven’t heel able to master this, too much going on at once.
I don’t know if you can grab him out of all his charging punches but definately a few of them, I was having fun today against a friend’s Balrog doing that, throw when you would normally block. I normally only do it right at the start of a round if I’m sure the Balrog will attack straight away but I’ve been trying to do it more through-out the rounds and it works pretty well.
Nah dawg. You can throw balrog out of his dash animation on all his punches. So as he’s rushing you with the special punch, you can throw him before the punch goes into its hit frames. It’s pretty risky and timing is very tight but you can fuck up balrog’s strategy hardcore if you do it once or twice a match.
Oh yeah that is a Chun move isn’t it. And here I thought I was creative as hell and thought of it all by myself lol
But I mean shit, they have 4 fuckin people with dive kicks in the game why not give Cammy this move?
Yeah, the biggest trick is that if your opponent knows his distances, it’s tough. That’s why throwing EX Rushes are soooooo much easier than other Rushes: they travel far until they reach the opponent, which means they always get close to you before attacking. So throwing EX Rushes is for free. Couple that with the fact that you can react to the “PSSSSHHHHHHH!!” noise of an EX Rush, you can almost always throw it.
What’s harder to do is to fight Rogs that KNOW this trick. If they know it, then they’ll not use the EX Rushes and use the weak versions of all the Rushes so they can control the distances. They can purposefully aim the moves so they don’t get up next to you before they attack. When you are too close, they’ll rely on Rog’s gdlk Normals more than the Rushes: Crouch Jab, Crouch Strong, Crouch Roundhouse, Stand Jab, and Stand Roundhouse. If they push you further out, then they’ll aim their Rush so their Rush stops short of getting into your Throw distance.
For the most part, beating average leveled Rogs, this strat works well, though it can be unreliable at times if you get too Throw happy (you start getting hit by lots of other random things). But once you get the High Level Rogs, well, this trick works with ANY character, so this isn’t a problem that Rogs don’t see. So good Rogs know this trick, and they will be able to hurt you for it.
If they give cammy a common overhead (like ryu f.mp), she would be too strong… She’s actually very fast, have great mixup, blockstring, damage output (her spike fadc spike make me cry.).
But, if her overhead is somewhat out of a special, like a cannon strike from hooligan. it would be ok.
Yep. I agree as well. It is difficult to do any real chip damage with Cam. You can pressure but you are still waiting to find that one opening to get into a groove of doing real damage. Chip damage pressure with her is difficult and definitely unsafe. I would like a safe move. I still like her as is but I wouldn’t mind a safe move for her either.
Her ultra when being blocked; the final hit connects, regardless of crouch. This does so much chip damage!!! We can’t deal chip with the exception of this IMO…
From max distance of cr. mk, we should be able to safely lk SA after that.
Command normal overhead, Hooligan to grab crouched opponents, and LK Cannon Drill safe on block given proper spacing.
I don’t see how Hooligan grabbing crouched could possibly overpower her considering it’s so easy to stuff it. It would make turtling against her so much less effective, and anti-turtling measures are always a good thing. Holding down back the whole match is not fun for the player doing it and much less fun for the player dealing with it.
I don’t really care about SBF as I never use it, and don’t really intend to. I could give a shit if they took the move out altogether. Cannon Drill should have been her focus breaker to begin with. It just makes more sense.
Really, I’d be perfectly happy with JUST a command normal overhead. That’s all I REALLY want, but I say that mainly because I don’t want Cammy to be a popular/high tier character. I hate seeing scrubs bastardize characters that I rep. Seeing Gouki players flowchart him is sickening, and I’m glad I don’t have to see Cammy disrespected that way nearly as often.