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Renahzor

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Renahzor

1043

Forum Posts

386

Wiki Points

28

Followers

Reviews: 3

User Lists: 3

#1  Edited By Renahzor

Guile is my worst matchup according to stats.  I just dont play as well against guile as I do against others, its a mental block.  My record vs 'rogs is much better.  Also a particular type of Ryu turtle always gives me fits,  Turtle/counter and if they know how to really FADC into the ultra (Red fireballs cancelled etc) I just want to set the controller down, you do one unsafe move and eat a 50-60% combo.  I play alot of rushdown, and you just have to really know how to break those turtles with mixups.  Of the charge characters Blanka is easiest for me, all of his rolls are unsafe against cammy except jab, and her B&B combos beat electricity, and i don't play too many really good ones. 

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Renahzor

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#2  Edited By Renahzor

I made G2 in the first few days after champ mode was released.  It wasn't very fun.  :(  I finally played a bit more champ mode and Im at like 7500 or something,  bleh, so much grinding!

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Renahzor

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#3  Edited By Renahzor

I will confirm mashing SRKs is pro level play.  Onine theres probably nothing better against people who think they got the jab spam down, when you're in block string mash an SRK, they miss a link, WIN!
 
 I tend to miss quite a few wakeup SRKs with cammy, because I always think it will connect when they are just out of range so im trying to get a blocked CS FADC throw.

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Renahzor

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#4  Edited By Renahzor

Fill your friends list with people who are decent, and play player matches!  Champ mode is ok, but I get frustrated real quick when you can't get a decent match.  I played about 20 matches last night, half or more against ryu, 90% of which spammed SRKs.  The thing i hate the most is punishing like 4-5 wakeup SRKs in a row, and then getting hit with one because theres NO F-ING WAY anyone with a brain does the 6th one so i went for a throw or something.  grr.  I also notice a metric crap ton of people who do wakeup ultras.  This makes my offline game worse because im always expecting it, and it never comes from someone who knows how to combo into them.  >:|  I do like the meaty fireball guys though, because i can just buffer my ultra and smak 'em when they think they're being cute with a sweep range meaty fireball.

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Renahzor

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#5  Edited By Renahzor

I've gotten used to the square gate, it takes a little time to learn to not ride the gate, but once you do its not too bad.  Im certain it would be extremely difficult to do things like balrogs headbutt -> ultra juggle with an octo gate.  Theres also typically a shorter overall distance for cardinal direction inputs on a square gate due to the extra distance needed to activate corners on an octo.  Fireball motions are easier on an octo gate, but imo SRK motion is more difficult, and more prone to mis-read inputs.  I had to force myself to use a stick for 2-3 weeks before i built up any muscle memory to be even on par with what i could do on a pad.  Now I cant use a pad at all.  
 
Another thing to remember aside from the joystick, arcade buttons give several advantages.  Better control over negative edge inputs, link timing becomes a bit more like a rhythm game, and eventually you'll become better and more precise with your button inputs.  Some people never get used to or just dont like a stick though, but if you give it some muscle memory time you'll probably see why alot of people prefer them.

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Renahzor

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#6  Edited By Renahzor

to do the cannon strike that low you do a TK motion, this is a big part of her mixup game, as it can beat out low pokes AND throw attempts, making her dash throw/ TK strike game very good.  motion is down, downback, back, upforward, any kick.

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Renahzor

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#7  Edited By Renahzor

 http://www.dailymotion.com/video/x9xytu_sanford-kelly-vs-dan-evolution-2009_tech
 
Sanford Kelly playing Cammy in the Evo finals Vs Dan from japan.  This was a counter pick most likely, Dan admitted later he had never played the console version of the game, and that was his fist match against a Cammy player.  Vid quality is pretty bad, but this guys execution is top notch and his mind games going into the second match are great.  Her mixup game is what ive been working on, and of course execution, I cannot consisnantly do non-EX TK dive kick from the 1p side.  :(  
 
Also, i always like watching Allen's videos.  :)  my style looks a lot like his, although im not nearly patient enough, which i also need to work on.  lol!

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Renahzor

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#8  Edited By Renahzor

crossups in general are always blocked the same way, and crossup blocking is a big component to SF4 defense against most of the cast.  walking toward them while standing.   A crossup will almost always be followed by a low blockable move, so the typical pattern is walk forward then crouch.  watch for throws, if you suspect one is coming you can try to option select jab/throw, which will beat out overheads and tech throws.  Other than that there wont be a lot you can do, maybe high priority DPs you can focus cancel if its blocked. 
 
you can also use high priority anti air normals with decent results.  Cammy's crouching and close standing fierce punches among others work for this, Ryu's crouching fierce punch etc.  according to the guide you linked, Cr.fp is also Guile's anti air normal of choice. 

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Renahzor

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#9  Edited By Renahzor

If he is going for the crossup while you're waking up, walk toward his original position and you'll block the initial crossup attempt.  A blocked sweep will put you right back into zoning position, and if you block a greenhand off the end of a combo you can cr.mp xx flashkick.
 
if hes jumping in from a little farther away while you're not knocked down jump at him and air throw, hes going for a late crossup attempt so you should win this a few times, after that he'll switch to jumping mediums or jabs to try and beat your air throw, and they wont crossup.
 
Guile's standing fierce punch is also a very good anti air option.  You're probably walking straight away from geif anyway, so you may as well use that as an alternate option to stuff his jumpins and make him less cross-up happy. 
 
If you're going to try and flashkick use the light version, it should actually work if you do it as a late reversal because the game will turn you automatically.

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Renahzor

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#10  Edited By Renahzor

Oh I understand.  Turtle guiles however are by far my worst matchup, im showing about 40% win rate vs guile, next closest is ryu at like 48%(Mostly against one local guy who plays ryu, and knows my style like a book as we've played maybe 2k+ cammy vs ryu matches  LOL).  You are correct, the key to the fight for Cammy is range control and mixups, but typically not with CS after spiral arrow (this only really works online, there are very very few times when this will work offline and it has to do entirely with spacing to within a step of exact SA range).  She has to be able to pressure appropriately and half the battle is getting inside that sonic boom range where she can jump and punish.  My preferred method is to FA dash through 1 sonic boom, and close the gap, then hover around sweep range and attack as appropriate.  IF I accomplish this, the fight goes much better for me.  However it is worth noting, at that range (the same as when she dashes back away from you) she is almost completely helpless to focus attacks.  She has to commit to throw or back away.  Charging a focus and back dashing yourself can break the range control, which is why i say the very preferred position to play from is pushing guile into a corner and hovering at sweep range.  From there, you can bait and punish effectively.  Once she scores a knockdown if you dont guess correctly you can lose a huge chunk of life.  keeping her from maintaining that control is the key to the fight for guile.  :)