Hey whats up, just have two videos for you to look at in return for some critique. I have no idea on what I should be doing in this match-up and how its supposed to be played.
Also what pokes am I supposed to be using against cammy as Claw. Lastly, should I even be jumping on cammy? I watched the videos and found it a bit weird that I was jumping in because cammy is a no projectile character.
For my anti air I always try to react to their jump and use my j.mk since all of my other anti airs get stuffed or end up trading not in my favor. Is there any other anti air I should be using?
Here are the vids: https://www.youtube.com/watch?v=oYMRFeM0aB4 https://www.youtube.com/watch?v=bwh2qj4C-L8
While you’re not playing specially bad there, there’s two things I’ve noticed. First, she’s walking around too freely. The slide may be unsafe, but it teaches lessons: don’t walk around carelessly. Once she has eaten a sweep or two, she’ll be moe static and you’ll have more breathing room. This is probably an advice towards that particular player rather than towards Cammy, but I think it was worth mentioning anyway.
The second thing is: don’t respect her when pressuring (wakeup or not) unless she shows you that she’s willing to DP. And even then, don’t respct her most of the time. I’ve seen you do a combo ending in qcf+MK, and then walk back almost half the screen: don’t. You should pressure with cr.MP, or walk up throw, etc. Only when you have intel on what does your rival do should you block from time to time to bait the reversals.
I’m sure there are other, better advices for you, but I’ll let that to those who are actually good, I’m barely mediocre.
I need critiques and advice for this match up. The big thing I have trouble figuring out is what to do once I get knocked down. No matter what I do he gets me with something. Anything else you guys cant pick out, please feel free to point it out. This is a REALLY tough match for me.
I’d say you’re letting him in too easily. Be patient, stand your ground and, above all, anti air him. Both st.HK and cr.HP (clawless) work great, but you can also use ASE with above average results against him. In any case, shut down that approaching option. Once grounded, he’ll have to resort to V-Skill and charged st.HP to counter your barrage of pokes. His st.HP is very easily punishable on whiff with sweep, and even better buttons if it whiffs very close and you walk up a bit before the attack. His V-Skill can be baited and dash up punished with a grab. Also, abuse medium ASE when he’s on the ground.
Finally, once you have him down, pressure, pressure, and pressure. If he ends up blocking the meaties, etc, sure, back off and continue poking him away, but don’t give up opportunities to pressure (keep an eye on his CA meter, though, wakeup super is scary).
Regarding what to do on wakeup: Don’t get knocked down. Really, that’s all there is. If you get knocked down, try to guess correctly and escape to poking distance.
Ill agree with the stated above. I also will add that if you find yourself in the air doing FBA, do an Izuna drop. They will try to do their lariat and you will pick them up off the ground in the middle of it. Just gotta time it right.
Light ASE is now a frame trap instead of a block string. This is both good and bad for a number of reasons. Nevermind, this is inconsistent dummy behavior. Thanks, Capcom.
Hmmm… It doesn’t make sense. Light ASE’s startup is less than medium, and it was not changed in S2, nor st.HP blockstun. Try recording the dummy doing the sequence and do yourself the light attack after the HP. If I recall correctly, there are some instances where the dummy doesn’t react properly on block.
Edit: Saw the discussion on the other thread, so never mind, already proven there.
There are some instances in which the dummy is programmed to do a 3f jab on block (reversal timing, of course), but the jab doesn’t come out. And I don’t mean you interrupt it, it doesn’t come out, period. I think that it was on some ASE blockstrings, but I don’t remember now nor I can test it.
I dont know if it was the position of Karin or the spacing. It kinda put me through a loop and why I didnt do anything after cr FP.
The second thing was 2 at once. First was that I used standing FK to evade Karin’s cross up. Ill get to that in a second. The second thing was that I did cr lp into lp ASE, but she attempted to v-reverse after the cr lp and my ASE and her reversal canceled each other.
I took the standing FK to the training room and tried to replicate. Granted, Im sure more testing would need to be done, but if this is legit, it may be viable to evade a cross up and punish immediately.
No cross up message and the opponent was ducking. Probably hit in front but still landed behind because of that. If they were standing, you probably would have landed in front. Try replicating in training. It could also be a strange roll back.
Try replicating lp xx l.ASE in traing and see if the same thing happens. It’s probably you’re too far away to get hit but the opponent can’t be hit either, only thrown.
You’re still recovering, so you’re still open to a huge can of whoop ass when they land. You could try low profiling and using a faster button that shifts your hurt boxes forward, like maybe c.MP, but you’re still in a bad situation since you still need to recover from that move and medium has more recovery now. Could try light attacks but I don’t think any of those actually shift his hurt boxes forward enough.