so i’m getting myself into fighting form in preperation for the norcal fuddruckers tournament in march, and aside from getting my execution and reactions up to speed is getting a bunch of option selects ready for various situations/characters.
here are just the ones i came up with on the fly last night, please add any more that you can think of or any additional situations to use these option selects in:
- after a hard knockdown jump in with a safe-jump rh or fierce and buffer in a qcf + rh just as you would land. then immediately press cr.hp. this option select is great against characters with poor wake-up options as they can’t stuff your fake jump, if they backdash that get’s eaten by SA and if they get hit you have started a cr.fp > cr. mk xx SA combo. [media=youtube]e5YVTVpMmds"[/media]
imo the best part about this option select is the distance that SA covers, so it will catch backdashes, backflips from vega and most teleports.
- same setup as before only this time buffer a dp into your jump in, this will help you catch characters with a slow dp or other moves that are invincible on start-up, it should catch bison if he tries to escape with ex headstomp or ex DR, and if they try to focus AA you just have to hit your rh button one more time to stuff that with a dp since the motion is allready done. [media=youtube]KDyoFDQ6mbA"[/media]
Cannon Strikes: [media=youtube]Kom6OgUZ8qo"[/media]
this setup is a bit trickier because even on whiff the strike does have SOME landing frames, however you just have to figure out the timing for this to make it work because when you hit or have it blocked you get additional landing frames.
cannon strike buffer either SA or DP and hit your rh button at the first available frame if you whiff, then immediately hit cr.fp (doing it fast enough for the fp to combo is very tricky so it’s easier to start this one with using cr.lk combo’s). this one is designed to make them stick it out in your mix-ups, if they jump back away from strike’s you can option select a dp and punish them for that, if they backdash you can punish with arrow. basically this forces them to choose a option that involves staying near you rather than attempting to escape. this should catch all teleports that move backwards but will lose to teleports done through cammy.
same style setup as before only this time you buffer a ultra, follow immediately by cr.lk (i’m simply not fast enough to buffer a ultra and still combo a cr.fp just yet) this one is great. first of all what better way to send a clear message than by punishing with a ultra? on top of that this actually catches akuma’s back PPP teleport if done right (not for full damage though ;
same setup only option select a dash, this way you can option select a backdash just in case they teleport through you and you get a free ultra setup. this can be done with either backdash or forward dash and it allows you to visually see something like a akuma teleport and punish them with a full ultra.
- for other cammy’s or for rufus matches, when they are doing their dive-kick/throw mixup instead of using the standard option select tech where a cr. lk comes out to be eaten faster than a crispy cream donut at a weight watchers convention. instead you add a fp or a mp to the mix so your pushing lk lp and mp or fp. this way if they go for the throw you tech it, and if they go for the dive-kick they eat either a mp or a fp to their face for their troubles. be wary about doing this everytime though because if they figure out your using this that much then you can be sure to eat either a ex messiah or a cannon spike for your troubles, or they will simply jump over you and use your normal move to provide them cover to set up a jump/cross up etc. [media=youtube]_zZo8pOX8Y4"[/media]
7)Cr.mk option select SA (can be used for dp/super if you want)
this one is really simple, your going to cr.mk just outside of range (the most important part of this option select, get comfortable whiffing it by a tiny bit) and buffer a special motion into it (i use spiral arrow) if the move whiffs nothing will come out cause the special is buffered into active and recovery frames. however if they hit a button at the last second, or try to move forward the SA will immediately knock them down. it’s not game breaking, but every bit helps. i’ll post a vid up later for this one. [media=youtube]iRguP19hccI"[/media]
- tkcs option select ultra 2
this one is just like the other tkcs option selects only with qcb’s instead of forward, it’s all about timing like the other ones. the follow up is your choice, you can put any button you want as the other move to come out on block/hit. i have no clue what is happening with rufus in these examples, i’m looking for input on that: [media=youtube]Au3QW5EcFXA"[/media]
any comments on these option selects or additional situations/selects is welcomed, i want to flesh out cammy’s option selects as much as humanly possible for this upcoming tournament.
bonus video: [media=youtube]U062q4AE7eY"[/media]