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http://steamcommunity.com/sharedfiles/filedetails/?id=628525053
2. Tight compared to what? We need a frame of reference to understand what you consider "tight".
3. It's more strict than SFIV, because wake-up reversals should require skill and practice, so yeah if you're screwing up, that's fine for now becuase it takes some getting used to.
4. It's character specific, there's no real golden rule across all characters.
Many times a high stress match in SF is about doing your best to not screw up more than your opponent lol.
The more seasoned players know how to recover after a mistake or several and still win regardless, pro's do this a lot.
1.Jump
2.Divekick or EX Divekick
3.Repeat
And master that guide. It helped me and it will help you as well.
Very easy to complaint about cammys steamrolling you, not that easy to pull off. If you want to play this character you have to know that you will have to make her work, yes she is very good but not easy to play. If you want a cheap character try Mika, throw yourself at enemies direction, corner yourself, do whatever you like then clap the ♥♥♥♥ out until you get then and steal the round, win without caring about data frame or spacing or any fundaments at all.
PS: Cipher's guide is legit, the fella is very nice too, he helped me a lot with my cammy
Thanks for all the comments, I did indeed read the guide and will practice it religiously!
So I will have to learn all character chains specifically? That's kind of a downer. I guess I will just practice on Cammy first then.
You can do that with every character even if others are more suited to it. After all, if your opponent can walk up to you unchallenged and score high damage, why they shouldn't do it? Feel free to try it yourself. Feel free to be cautious and turtle instead as well.
Practice. If you play on pad distinguishing between quarter circle and dp input is red line at first. Consider doing 15 to 20 minutes of practice per day to cleaning up inputs. Set up a bar like execute cannon spike 5 times in a row, and if you fail start the counter from 0. When you reach 5 feel free to increase it to 10 or switch to spiral arrow.
Recently I have dropped around ½ stupidly easy crush counter punishes. Best advice whenever you drop something is to consider it business as usual, carry on and fix it later.
Not really. Matter of practice and getting used to wakeup timings in SFV.
Unlike gatlings, most combos in SF are more or less link based. Without looking at frame data or character specifics, very rough thumb rule is lights tend to combo to mediums only (if at all) on counterhit. In practice, link means you have to wait the move to be at the end of recovery before another one can be inputted, and if it's fast enough (by frame data) to connect and it was pressed at the right time you have a combo. While SFV has increased input buffer compared to some other SF (or Guilty Gear) titles and thus it does not have to be as strict, timing still boils down to some rote memory practice.
What do you mean by this exactly? That it's the first hurdle to overcome? If so, it would be good to know that I am not the only person in the whole who has trouble with QCF and DP motions on pad. :) I find that I end up doing Critical Arts when I try to DP...maybe I am doing the motions too fast?
>Not really. Matter of practice and getting used to wakeup timings in SFV.
Thanks for that! Good to know that my practice in GG is not going to waste. :)
(snip combo explanation)
More thanks for that BTW. So basically in SF it's links, and not cancels and chains? Getting used to a new fighter's terminology takes some time.
So would you recommend just learning the BnB combos for Cammy? SFV's combo system seems a lot tighter and less freeform than GGs.
As for combos, I should have clarified linking only applies to normals. You cancel normals to specials and some moves do chain. If a character can mash light punch extremely fast compared to another character, that move is chaining as it "cancels" into itself, but those tend to be rather limited in use overall while special moves in combos are cancelled from a move. Closest thing to gatlings are target combos, which slightly bypasses linking logic and you can simply dial up. Downside is most tc's are woefully unsafe on block.
If we use Cammy's very basic crush counter punish as an example, set the training dummy to counterhit state and stun off. Hit st hk, as it's almost recovered press forward + hk, as f+hk has almost recovered end press cr mp and just as cr mp is about to hit input hk spiral arrow. All normals were linked but the last move was cancelled into special move. If combo counter doesn't add up they were done too late, but if the move does not come out at all or you skip a step it was done too early.
So yes, start from BnB combos and crush counter punish. If it's any consolation there's less to memorise overall compared to Guilty Gear.
Yeah taking Cammy's basic CC combo as an example...it has a particular timing to it, otherwise the other person will be able to block.
Same for Ryu's basic CC combo.
Some timings can seem more strict than others...less intuitive. Sometimes when you feel like you are using the same timing (or you are) the combo gets dropped...which can feel mysterious.