The Cannon Drill is much more safe on block, so Cammy players use it much more to bait players in HD.
Generally, for a short Cannon Drill, I’d wait for the follow up move. If the Cammy player is good enough, they are going to chip at you from the right distance.
If the Cannon Drill is deep enough though and you block, throw/flip kick/roll them in the recovery frames.
Actually I wouldn’t recommend J.Hp as AA because it whiffs a ton and it only hits if you at a certain distance if geif is doing the jump splash (whiff land SPD). I usually do the J.MK to counter the Splash
The only problem I seem to have with Claw is hit double Flip kicks. I get the first flip kick with hk but I can’t seem to get the second one down. what button are you guys using? How fast are you guys doing it? I guess I gotta just hella practice.
Just to add to the Deejay section: If he goes for meaty j.MK crossup, you can do c.fierce to shrink your hitbox and you get a free throw as he lands on the other side.
I don’t understand why it’s been said to do it like this. All I do is charge for the first, execute it, charge for the second and hit them with it before they land. Then again I’m only hitting for a total of three hits, never four. Is the above method supposed to hit more than three times? If not, why bother overcomplicating the notation? And to elaborate, I am not getting a flip kick immediately followed by another, I get the first and then the second comes out when they are about an inch or two away from hitting the ground.
You can only get 3 hits with the flip kick, and you do the second flip kick close to when they’re about to land. It’ll hit their toes and do big damage because of the juggle combo.
Depending upon the height you hit with the first two hits you sometimes won’t be able to have enough time to charge for another flipkick to get the third hit off.
Going back to :db: after pushing :r: and then hitting :hk: gives you more time to charge the second flipkick followup for the third hit.
In SF games in general you have a small frame window where you can do a command for a special move and hitting the attack button before the special move actually comes out.
It’s handy for charge characters for them to do repeated special moves because they can go back to their charge motion as the move is coming out. Ex: Guile hold:l::r::l::p:, Dictator hold:l::r::l::k: The extra frames they save from charging help in their pressure game
I was messing around with Claw on CCC2 ST and I found that I could crossup Ken (and probably a bunch of other characters) with jumping forward, jumping fierce, and jumping roundhouse. Jumping fierce looks like Claw’s hitting Ken’s back shoulder with his lead knee. Jumping forward and roundhouse more or less sandwich his shoulder between his lead knee and his back leg.
You know…I really should’ve mentioned the fact that I don’t hear about people playing crossup games with those moves too often…and that’s why I was wondering if people actually knew that he had those three crossups…hence my post. Probably has to do with the fact that it’s a little bit difficult to crossup accurately with Vega on the fly…given his speed.
Oh…his dive crosses up, too. (Oh yeah…wonderful revelation there. I was just being thorough.) Now, of course, it’s much more useful if you hit deep enough to combo…per a bunch of combo videos out there.
I’m really hating the fact that I still don’t have this game…but I will. Oh…I will. And when I do…I’ll…I’ll…be ranked 0 in no time! YES!
Dude I am having trouble against Gief in this game. I swear he got buffed in the match against Claw. It’s bullshit. If he jumps in I always trade and he does double the damage. On the ground I can try to poke all day but he either blocks it or trades 90% of the time then gets mix up. Lariat owns any kind of jump in I have. I never had this much trouble in ST. Geif is trading with everything in this game. Also it’s like his Lariat recovery got better too. It’s not like the matches are blow outs they are all close but I’m still losing 9-6 vs Gief where as I never lost to Gief ever in ST.
you shouldn’t be trading. you should be able to punish his whiffs with your long range and/or stuff them cleanly during his startup.
occasionally, you’ll trade or take a hit or two but overall, you shouldn’t be trading.
jumping hp/hk/mp works air to air at certain angles and standing hk is a decent anti air vs him if you don’t have his flip kick charged. it’ll trade most of the time but it pushes him out.
you can slide under his lariat after the first rotation or so
Too risky to land that combo. Looks good in the vid, but it won’t work outside of that. You can, however, get a low strong after a walldive at fair(slightly close, but not deep) distance.
Also, s.fierce vs Gief keeps him at bay and forces him to jump and you get free c.fierce.
What I don’t understand though is how hitting forward + button then immediately starting your new charge is any slower than hitting forward, then immediately starting a new charge + button when within the same time frame you’re executing the exact same motions. You’re just hitting the button sooner than later. Unless you’re saying that you can actually spend less time charging for your first with this method, which is why the second seems to have longer than it normally would. I can honestly say though that I have only ever missed the second flip kick when I tried doing it too soon (they were higher up in the air). The majority of the time I get both to hit unless I did it when they were super deep and almost on the ground.
It’s because the first flip kick starts later in relation to when you start charging db, giving you more time during the animation to charge. If you do it as charge db, f+k you lose a couple frames going from f to db while it’s executing compared to already being at db when it starts.
Maybe I should just let Shag explain it. He seems to do a lot better job than me.
I understand what you’re trying to explain, but aren’t those frames you’re apparently trying to beat happening in around a 10th of a second? How is that really ever going to matter if you don’t normally have problems landing double kicks anyway?
I don’t usually think of cross-ups when I play claw, BUT I think it is a massive tool to have in one’s arsenal.
I think that for most people though, there are three things that make a cross-up difficult to execute (myself included):
[LIST]
[]How thin claw’s hitbox is compared to other characters’ cross-up lead-ins
[]The arc of claw’s jump, which is very high (unlike most other characters, which have somewhat more similar, wider-ranging arcs, Dhalsim being a notable exception here)
[*]The speed of claw’s jump (this is a factor after a knockdown)
[/LIST]
What would be really great is if someone had a video capture card and could post some videos of the cross-up in action, preferably in training mode, with the hitboxes turned on. I’d try to do it myself, but no capture card =(
Along those lines, I think that it would be a great idea to maybe start compiling frame data like T. Akiba for HD (starting with claw, of course)?