THE MOST USELESS CAMMY DOCUMENT EVER

It doesn't even have any combos. Maybe a few combos actually.

11. Labbing

Dive KicksLeve 3 Reaction to Fireball
3 Different Exercies to practice your Dive Kicks, start with the 1st and work your way up to the last
Setup:
1. Set CPU to walk back and perform 10 Perfect IA Dive Kick (11f Startup) in a row BOTH sides.
2. Set CPU to block and perform perfect IA Dive Kick (11f Startup) of varying strenghts and practice getting them as lowSet a CPU Recording to crLP, Fireball
3. Set CPU to walk back and forth and perform perfect IA Dive Kick (11f Startup) of varying strenghs. If they hit then ySet a CPU Recording to crLP, crLP
Set a CPU Recording to crLP, Forward Jump jHP (or their best jump in button)
Setup:
Action:
Set CPU to Block All
Set CPU to crMK on Block Reversal with a count of 3.Start Fullscreen and try and react to only the fireball with your Lv 3 Super. Once you get better at this, you can turn
Set CPU to Do Nothing on Block Reversal with a count of 3.
Counter-Hit Confirms
Actions:Setup:
Set CPU to random block
At point blank range, peform crLP, crLP, stLP, Medium IA Dive Kick. If you do this correctly then you will not be hit bySet CPU to random Counter and turn punish counter to 0. Leave Standard and Counter-Hit at 1.
crMK DRC confirms into stMP, crHP, crMP, Heavy ArrowAction:
Setup:There are 4 common counter-hit confirms from stray buttons you will likely throw out in neutral.
Set CPU to block randomstMP, crMK
Set Block Reversal Slot 1 - 4f - Count 1crMP, crMP
Set Block Reversal Slot 2 - Do Nothing - Count 1stMP, stHP
Set Block Reversal Slot 3 - 4f - Count 2stMP, crMP
Set Block Reversal Slot 4 - Do Nothing - Count 2
All of these can be followed up with H Arrow. Practice confirming the counter-hit and ONLY follow up when it's a counter
Set Wake-Up Reversal Slot 1 - Forward Jump
Set Wake-Up Reversal Slot 2 - Do Nothing
If the crMK is blocked but stMP is Counter-Hit then you carry on doing the same combo.
If the crMK and stMP (+3) are blocked then you do a second stMP, if this is counter-hit, then you do stHP, Heavy Spiral
If the second stMP is blocked then you can do Light Instant Air Dive Kick and on block you're +3 if your crMK started at
After your heavy arrow, you can dash, crHP and if it hits meaty then you're +9 and can stHP, Heavy Arrow and carry on th
If you're in the corner though then you can frame kill with stLK, then crHP and you're +4 which means your crMP is now y
An alternate route here if you DO prefer the bMP launcher is
crMK, DRC, stMP, bMP > HK, jMP, Dive Kick
All of the same counter-hit rules apply here except crHP, crMP is replaced by bMP > HK
The Big One - Set Play Practice.
We're using this to practice 2 Hit Confirms, Perfect Parry, Meaties, and counter-hit, regular hit and block situations f
Setup :
Set CPU to Block All
Set Block Reversal - 4f - Count 1
Set Block Reversal - Do Nothing - Count 1
Set Wake Up Reversal - 4f
Set Wake up Reversal - Do Nothing
Set Wake up Reversal - Forward Jump
Actions :
Start in the corner and perform your light string (crLK, crLP, stLP / crLP, crLP, stLP / Whatever ). If you see a hit on
Going back to the light string, should that hit and you do perform M Arrow, you are then following up with dash, crHP. I