Protip: Abel's light tornado throw > all grab Ultras.
Except Breathless. Protip: Breathless is invincible to throws.
Edit: I think.
Edit: I'm pretty sure. It cost me a tourney match.
Hiryu02 on
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Unless you were playing RX last night you have nothing to complain about. I was and continue to be free.
There was a great moment in my match against Blackbeard where I countered his ultra with my super, and it worked. He still killed me, but I could almost feel his anger coming through the TV.
It's incredible. I'm actually not sure why her BnB c lk, c lp, c lk xx hk spiral arrow is so popular. It only works point blank, the last lk can whiff against certain characters, and it only does ~160 damage. For the cost of 1 extra frame of startup, cl mp, c mp xx hk spiral arrow has better range, works on every character, and does 70 more damage. It also leaves her +2 on block, so she can frame trap with it. Both are 2 frame links. The standard BnB hits low, which is something, but considering that Cammy lacks an overhead, if your opponent is blocking he should be blocking low regardless.
It's incredible. I'm actually not sure why her BnB c lk, c lp, c lk xx hk spiral arrow is so popular. It only works point blank, the last lk can whiff against certain characters, and it only does ~160 damage. For the cost of 1 extra frame of startup, cl mp, c mp xx hk spiral arrow has better range, works on every character, and does 70 more damage. It also leaves her +2 on block, so she can frame trap with it. Both are 2 frame links. The standard BnB hits low, which is something, but considering that Cammy lacks an overhead, if your opponent is blocking he should be blocking low regardless.
A low enough cannon strike into a close standing MP is a 'true' block string... meaning the frame advantage from the cannon strike is greater than the startup of the close standing MP. Basically this means your opponent can't mash out a move (or do much of anything really other than change stance <--- important) between the hits. While this might normally be considered a good thing, it's really not. True block strings trigger auto-block which is bad for you. The only real point of 'true' block strings is to create space or if they can attack low.
Auto-block happens when the next frame of attack hits before the block stun of the previous move has worn off. Examples of commonly seen auto-block: Rufus's ex messiah kick. If you block the very first tick of damage, you have to block all the ticks (up until the followup). You can stop blocking, spin the stick in circles, mash every button... it doesn't matter you're in auto-block for the duration. Another example is Balrog mash cr.jab. If they aren't linked but chained, once you block the first you'll block them all.
One of the normal ways out of Cammy bullshit dive kick pressure is a jump back + attack. If Cammy goes for another dive kick during your jump back, she eats your jump back attack. If she throws, it whiffs and you reset the match. They have to psychic it out or attack your low in order to stop you.
Why doesn't close mp work? Because it's a true block string. If they block the cannon strike and proceed to hold up/back, they will *continue to block your close mp anyway* because they're in auto-block. Once the close mp is over, you'll jump back (provided they didn't special cancel into a cannon spike). You could delay the close mp, but not only is the timing wonky but you're more likely to cause an air reset rather than a combo. It also becomes 'mashable' at that point, meaning you could eat a SRK or whatever after the dive kick.
Why does cr.lk work? Because it attacks their low AND is a true block string. The only thing you can do while auto blocking is change height (stand up or block low). If someone is holding jump after a blocked cannon spike looking to punish a throw/repeated cannon spikes, cr.lk hits them into a hit confirm combo.
close mp has it's place in cammy's game, but generally it's from hit confirmed cannon strikes or after you've firmly grounded your opponent.
Step 2. Hold down back then counter anything Blanka does
Step 3. Grin
Also for the Able players. If you have U1 even if you get hit with Blanka ball you can still ultra after you are hit and its gteed. I know when Blanka's try that jab ball short stop shit if I have ultra I dash into the ball to eat the hit on purpose then ultra. They hate that.
I'm seeing this a lot, is it a simple typo or is this something I can get behind?
I'm getting behind it either way.
Just a typo, though one I make a lot and usually dont catch.
It's whatever, his name has been a joke to me ever since Vanilla's announcer.
If you guys ever see me on Ranked matches you should hit me up.
(I only play ranked typically, if its any other mode its my roommates)
I'm tired of playing random online matches, I need some consistency to step up my game.
Its been ages and I want to shake off the dust.
I've seen several organized team stuff attempted for fighting games on these forums, but I have not once seen it succeed. At this point I'm pretty sure it's a neat idea, but one doomed to fail.
Barrabas on
XBL - ErrorMacro1
0
ChaosHatHop, hop, hop, HA!Trick of the lightRegistered Userregular
edited August 2010
Yeah, team shit doesn't really work. It's a pain in the ass.
It's incredible. I'm actually not sure why her BnB c lk, c lp, c lk xx hk spiral arrow is so popular. It only works point blank, the last lk can whiff against certain characters, and it only does ~160 damage. For the cost of 1 extra frame of startup, cl mp, c mp xx hk spiral arrow has better range, works on every character, and does 70 more damage. It also leaves her +2 on block, so she can frame trap with it. Both are 2 frame links. The standard BnB hits low, which is something, but considering that Cammy lacks an overhead, if your opponent is blocking he should be blocking low regardless.
A low enough cannon strike into a close standing MP is a 'true' block string... meaning the frame advantage from the cannon strike is greater than the startup of the close standing MP. Basically this means your opponent can't mash out a move (or do much of anything really other than change stance <--- important) between the hits. While this might normally be considered a good thing, it's really not. True block strings trigger auto-block which is bad for you. The only real point of 'true' block strings is to create space or if they can attack low.
Auto-block happens when the next frame of attack hits before the block stun of the previous move has worn off. Examples of commonly seen auto-block: Rufus's ex messiah kick. If you block the very first tick of damage, you have to block all the ticks (up until the followup). You can stop blocking, spin the stick in circles, mash every button... it doesn't matter you're in auto-block for the duration. Another example is Balrog mash cr.jab. If they aren't linked but chained, once you block the first you'll block them all.
One of the normal ways out of Cammy bullshit dive kick pressure is a jump back + attack. If Cammy goes for another dive kick during your jump back, she eats your jump back attack. If she throws, it whiffs and you reset the match. They have to psychic it out or attack your low in order to stop you.
Why doesn't close mp work? Because it's a true block string. If they block the cannon strike and proceed to hold up/back, they will *continue to block your close mp anyway* because they're in auto-block. Once the close mp is over, you'll jump back (provided they didn't special cancel into a cannon spike). You could delay the close mp, but not only is the timing wonky but you're more likely to cause an air reset rather than a combo. It also becomes 'mashable' at that point, meaning you could eat a SRK or whatever after the dive kick.
Why does cr.lk work? Because it attacks their low AND is a true block string. The only thing you can do while auto blocking is change height (stand up or block low). If someone is holding jump after a blocked cannon spike looking to punish a throw/repeated cannon spikes, cr.lk hits them into a hit confirm combo.
close mp has it's place in cammy's game, but generally it's from hit confirmed cannon strikes or after you've firmly grounded your opponent.
I get what you're saying, but after TKCS, I usually do a c hp. This can theoretically be done in a block string, but it's very difficult. Usually you get a frame trap and lots of counter hits, and if c hp counter hits, you can link basically every move in her arsenal (including ultra, though that's hard). I use cl mp after crossups or higher dive kicks, where c hp comes out too slowly to frame trap.
I'm very happy with Chun, not necessarily because I see her as a great character (though she is), but because after working with Chaos for a bit and reading up on her online, I finally have the motivation to actually stick with a character (something I've never been able to do) and practice regularly.
Hopefully I can get good enough to join your guys for ranbats; I do very much appreciate all of the help that has been given thus far.
Also for the Able players. If you have U1 even if you get hit with Blanka ball you can still ultra after you are hit and its gteed. I know when Blanka's try that jab ball short stop shit if I have ultra I dash into the ball to eat the hit on purpose then ultra. They hate that.
A small piece of RX died the night I first did U1 on a ball that hit...
Though I could swear I've been hit by them and reversal ultra'd and he blocked. It might have something to do with getting hit standing or crouching. For instance, I know that you can reversal breathless a blocked EX headbutt from Honda if you blocked it standing, but not crouching.
Also for the Able players. If you have U1 even if you get hit with Blanka ball you can still ultra after you are hit and its gteed. I know when Blanka's try that jab ball short stop shit if I have ultra I dash into the ball to eat the hit on purpose then ultra. They hate that.
A small piece of RX died the night I first did U1 on a ball that hit...
Though I could swear I've been hit by them and reversal ultra'd and he blocked. It might have something to do with getting hit standing or crouching. For instance, I know that you can reversal breathless a blocked EX headbutt from Honda if you blocked it standing, but not crouching.
Yeah blocking standing is better because your ultra comes out quicker. Breathless punishing all headbutts if blocked standing is great. Though I didn't learn that until after I got owned by an AZ honda player at Evo.
I thought you could U1 blocked Blanka balls crouching but I try to stand block them all anyway cause without ultra only way to punish is stand block, perfect dash step kick whatever or stand short.
Yeah, team shit doesn't really work. It's a pain in the ass.
We could just take whoever shows up on a Tuesday and divvy them up into teams based on skill and character choice. Separate the big guns and let the rest of us fill in the ranks.
Or, better yet, we could designate team captains based on previous ranbat finish and let them pick teams, then make fun of the last person picked.
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XBL / GFWL: Boceifus
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Practice playing as the characters you have a hard time beating in order to learn their weaknesses.
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Protip: Abel's light tornado throw > all grab Ultras.
I WILL NOT BE DOING 3DS FOR NWC THREAD. SOMEONE ELSE WILL HAVE TO TAKE OVER.
Spoiler contains Friend Codes. Won't you be my friend?
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Scribblenauts: 1290-7509-5558
Except Breathless. Protip: Breathless is invincible to throws.
Edit: I think.
Edit: I'm pretty sure. It cost me a tourney match.
Why.
So.
Salty.
Unless you were playing RX last night you have nothing to complain about. I was and continue to be free.
There was a great moment in my match against Blackbeard where I countered his ultra with my super, and it worked. He still killed me, but I could almost feel his anger coming through the TV.
In other news, ill get back to street fighter after my addiction to castlevania HD cools down.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
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It's incredible. I'm actually not sure why her BnB c lk, c lp, c lk xx hk spiral arrow is so popular. It only works point blank, the last lk can whiff against certain characters, and it only does ~160 damage. For the cost of 1 extra frame of startup, cl mp, c mp xx hk spiral arrow has better range, works on every character, and does 70 more damage. It also leaves her +2 on block, so she can frame trap with it. Both are 2 frame links. The standard BnB hits low, which is something, but considering that Cammy lacks an overhead, if your opponent is blocking he should be blocking low regardless.
Step 1. Counter pick RX's Blanka with Abel
Step 2. ???
Step 3. Profit!
XBL / GFWL: Boceifus
A low enough cannon strike into a close standing MP is a 'true' block string... meaning the frame advantage from the cannon strike is greater than the startup of the close standing MP. Basically this means your opponent can't mash out a move (or do much of anything really other than change stance <--- important) between the hits. While this might normally be considered a good thing, it's really not. True block strings trigger auto-block which is bad for you. The only real point of 'true' block strings is to create space or if they can attack low.
Auto-block happens when the next frame of attack hits before the block stun of the previous move has worn off. Examples of commonly seen auto-block: Rufus's ex messiah kick. If you block the very first tick of damage, you have to block all the ticks (up until the followup). You can stop blocking, spin the stick in circles, mash every button... it doesn't matter you're in auto-block for the duration. Another example is Balrog mash cr.jab. If they aren't linked but chained, once you block the first you'll block them all.
One of the normal ways out of Cammy bullshit dive kick pressure is a jump back + attack. If Cammy goes for another dive kick during your jump back, she eats your jump back attack. If she throws, it whiffs and you reset the match. They have to psychic it out or attack your low in order to stop you.
Why doesn't close mp work? Because it's a true block string. If they block the cannon strike and proceed to hold up/back, they will *continue to block your close mp anyway* because they're in auto-block. Once the close mp is over, you'll jump back (provided they didn't special cancel into a cannon spike). You could delay the close mp, but not only is the timing wonky but you're more likely to cause an air reset rather than a combo. It also becomes 'mashable' at that point, meaning you could eat a SRK or whatever after the dive kick.
Why does cr.lk work? Because it attacks their low AND is a true block string. The only thing you can do while auto blocking is change height (stand up or block low). If someone is holding jump after a blocked cannon spike looking to punish a throw/repeated cannon spikes, cr.lk hits them into a hit confirm combo.
close mp has it's place in cammy's game, but generally it's from hit confirmed cannon strikes or after you've firmly grounded your opponent.
Or you could make the matchup even worse.
Step 1. Pick Boxer
Step 2. Hold down back then counter anything Blanka does
Step 3. Grin
Also for the Able players. If you have U1 even if you get hit with Blanka ball you can still ultra after you are hit and its gteed. I know when Blanka's try that jab ball short stop shit if I have ultra I dash into the ball to eat the hit on purpose then ultra. They hate that.
I'm getting behind it either way.
I would be more inclined to do ranbats if there were teams; that way someone could carry me.
Just a typo, though one I make a lot and usually dont catch.
If you guys ever see me on Ranked matches you should hit me up.
(I only play ranked typically, if its any other mode its my roommates)
I'm tired of playing random online matches, I need some consistency to step up my game.
Its been ages and I want to shake off the dust.
But we could have neat names and design T-shirts and stuff. And fundraisers.
I get what you're saying, but after TKCS, I usually do a c hp. This can theoretically be done in a block string, but it's very difficult. Usually you get a frame trap and lots of counter hits, and if c hp counter hits, you can link basically every move in her arsenal (including ultra, though that's hard). I use cl mp after crossups or higher dive kicks, where c hp comes out too slowly to frame trap.
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
Hopefully I can get good enough to join your guys for ranbats; I do very much appreciate all of the help that has been given thus far.
A small piece of RX died the night I first did U1 on a ball that hit...
Though I could swear I've been hit by them and reversal ultra'd and he blocked. It might have something to do with getting hit standing or crouching. For instance, I know that you can reversal breathless a blocked EX headbutt from Honda if you blocked it standing, but not crouching.
XBL / GFWL: Boceifus
Yeah blocking standing is better because your ultra comes out quicker. Breathless punishing all headbutts if blocked standing is great. Though I didn't learn that until after I got owned by an AZ honda player at Evo.
I thought you could U1 blocked Blanka balls crouching but I try to stand block them all anyway cause without ultra only way to punish is stand block, perfect dash step kick whatever or stand short.
We could just take whoever shows up on a Tuesday and divvy them up into teams based on skill and character choice. Separate the big guns and let the rest of us fill in the ranks.
Or, better yet, we could designate team captains based on previous ranbat finish and let them pick teams, then make fun of the last person picked.