SLEZZY, post: 2493993 wrote:
Really? I find that even at full range, Ken can just walk up and sweep you as you're landing without any problems...
SLEZZY, post: 2493996 wrote:
Will Ken be able to connect with a fierce SRK after a neutral jump over a jab fireball?
blitzfu, post: 2493997 wrote:
Pretty sure not from full screen. Maybe from half screen, but it takes some serious reflexes to hit Cammy neutral jumping. Even from quarter screen only extremely good players would be able to hit that, I've never seen it happen yet, so I wouldn't worry too much about it.
BlueMary69, post: 2494004 wrote:
I love cammy just throwing my two cents since i have been maining her alot more now... i'll try and give some tips of what I do personally do against certain match ups
blitzfu, post: 2494007 wrote:
I hear most Cammy players say that Ryu is tougher than Ken. What do you guys think of Cammy vs Sagat? Tougher than Ryu or easier than Ken? IMO Sagat is easier than Ken for Cammy players. Weaker Uppercut that is less safe on block, longer limbs after fireballs. The only things that Sagat has over Ryu or Ken in this matchup IMO is his High Tigers that Cammy can't Backfist through unless it's Fierce and Tiger Knees that are good as a surprise attack for advancing Cammy players. I'm curious what Cammy players think of this matchup.
Silver Rain 007, post: 2494008 wrote:
I disagree. I think Ken is tougher than Ryu. You can't even surprise backfist through Ken's fireball. Ken's jab fireball is so slow it can totally screw up neutral jumping over it. Farther range on fierce DP makes anti-airing even easier...
Silver Rain 007, post: 2494013 wrote:
Hey Milo, good to see ya again. BTW, anytime you want to agree with me, feel free. Disagree, and I revoke your membership to the Sarah Palin fanclub. lol j/k
milesokeefe, post: 2494011 wrote:
Why are Chun Li's fireballs so big and fat and slow? Why are all the holes in her blockstrings chock full of lightning legs? Why is her throw range a million miles wide?
CWheezy, post: 2494019 wrote:
Actually the slower the fireball the better
milesokeefe, post: 2494021 wrote:
Spin knuckle is as worthless vs. good Ryus as it is vs. Ken. You have to be psychic, pretty much, and as long as you're being psychic, why not land a jump in rh combo?
CWheezy, post: 2494028 wrote:
Slow fireball allows for way more mixups, especially if uses same animation, look at guile's jab boom.
Fast fireballs are easy for me to get around, slow ones own me.
imagine if kens jab fireball was like, 6 frames slower crossing the screen, you would like never be able to dp through it
MiloDC, post: 2494024 wrote:
If you're wrong with a backfist, generally the worst that happens is that you get tripped. You take a HK's worth of damage, and you get knocked back a bit. Maybe you'll get hit with a projectile, but that usually won't even knock you down. Either way, you just built up your super meter.
If you're wrong with a jump-in, you take special damage, you get knocked the fuck back, and you might even get juggled. Plus, now the opponent can jump in on you and start with meaty/wake-up/throw games, if he sees fit.
TragicHero, post: 2494030 wrote:
so guys what's some good combos to do after landing a lk cross up? preferably one that works in ST, not just HDR.
Rufus, post: 2494032 wrote:
Crouching medium punch, crouching medium kick xx cannon drill (strength is character and standing/crouching dependent). This will frequently dizzy.