this post was submitted on 27 Sep 2023
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2MP > 4HP feels like you have to wait a weirdly specific amount of time before you can actually hit the cancel. Just practice that two button sequence in training mode facing both ways for like 20 minutes. Then as a bonus practice cancelling 4HP into level 1 and level 2 as combo enders.
Hit grab into level 3, you input the spin and during the spin you input the entire level 3 super, timed so you're hitting punch as soon as the hit grab lands.
214MK into level 2 requires a pretty high bounce like you can see in the Silver section of the guide, as you have to wait again a weirdly long time before you can get the super to come out. I drop that shit all the time.
Punish divekicks by blocking and throwing her. Punish badly spaced spiral arrow with heavy command grab. If they like to do her heavy target combo into divekick, you can just jab into 236LP to get a free medal on reaction to her leaving the ground. And if they try to do the fake infinite blockstring (where they do spin knuckle into jab a billion times) on your burnout, just hit her right after her jab, or do a super in the gaps if you have meter. Hooligan can be jabbed on reaction, especially if they like going for it from full screen. Wake-up perfect parry also works pretty often against Cammy players that just wanna do meaty pressure every time.
Most of the time against Cammy, even if you're getting mixed, there's no need to panic. Compared to a lot of the cast she does low damage off most hits, so comparatively you'll have to guess wrong more times to actually die from their stuff.
I only noticed just now that you replied ๐คฆโโ๏ธ
Thank you so much! Especially for those Cammy tips!