Cammy Combos and Glitches

Look at the damage, though. It’s rather shitty. The FA into FA could be useful, though. Never seen that before.

All those combos are possible just not really smart to use, cause the damage scaling, they are flashy and hard to do… Basically dont use them in a real match, just do them in casual or whatever, but I wouldnt recommend any of them

???

You need to do the Ultra as a reversal, meaning as soon as you leave blockstun. If you can’t reverse Ultra a c.HK from Ryu than your doing the Ultra too slow. Balrog’s headbutt is the same story, however there is an easier way to reverse with Ultra. Block his headbutt high and it takes him longer for him to recover giving you more time to reverse Ultra. This is because the headbutt is 1-hit and no matter how you block it you get the same blockstun.

As far as confirming a EX divekick into Ultra, I’m sure it’s possible, on hit that EX divekick gives you tons of frame advantage, unfortunately you need some good reflexes. This is probably the same as 3rd Stirke Chun-li c.MK xx SA2. It’s confirmable, but very tight in reacting to it. In training mode, put the dummy on random guard and see if you can react to when they get hit and when they block. It’s not easy, hit confirming took months to master in other Capcom games.

My method I used to use in confirming super links in CvS2 was. Normal move, input qcf, confirm if it’s hit or not, if it hits, input another qcf+P/K.

Oh man, you have no idea how much fun I have parrying that c.mk. Chun usually goes ‘oh shit! He twitched!’ and cancels straight into the super. Which you then block and punish the crap out of.

LoL, the damage scaling of this game… It’s almost like, why bother in cases of pulling off some really impressive combos.

maybe the game was designed with that in mind, they dont want flashy big combos to win matches but back to classic style of fighting, technique and strategy. Not lets see who can get that first cr.Short in to start the super long combo or infinite. Now its just back to mind games and pulling your opponent out into a trap, or making them make a mistake

Chuns c.mk in 3s is a pretty easy confirmable, but i guess ill just have to get used to ex canon strikes as i got used to chuns c.mk.

Ofc iv been doing ultra reversals when trying to punish C.RH, but i think i might have been wrong in that i believed all shotos had the same C.RH.

Yesterday i played Chun against Ken, did reversal ultra twice on c.RH and got blocked each time. So might have been that i did reversal ultra on Ryu with chun, then tried it against Ken with Cammy and failed.

Regarding boxer, it might just be that you have to stand up and block? As you said, block stun is the same no matter if you stand or crouch, meaning that it wont be easier to get reversal (because reversal is when you do the attack at the first possible moment after the block stun in this case), but it will take longer for Boxer to recover and thus the ultra hits. Didnt know about the standing thing though, need to try it out.

Possible? Yes
Practical? No

It’s all about combo efficiency in this game – maximizing damage at the least possible expense. For example, I think with that first combo, you’d get about the same damage or possibly even my by just doing one ex TKDK into ultra. Maybe doing those combos wouldn’t be the best idea in a tourney match though, unless maybe it’s the final round of a match, and you know that it would kill the opponent.

Well that’s pretty obvious, I been figured that out… I just find it comical for the effort in actually discovering those impressive combos, and seeing the payoff that are earned for.

Relax playboy

Ok, does anyone have as much trouble as me in getting off a quick ultra or super? About half the time that I do the motion and actually need it, it comes out as a Cannon Spike or the other way around, and it’s killing me quite a bit, which is obnoxious. It’s like the 2 moves are interchangeable, double qcf seems to equal forward z.

You look cool and get props, isn’t that enough?!

Also, it seems you can do a Cannon Spike and a Super even if you only press the kick button once… I just managed to get that on training mode with the button inputs on screen. One KKK, 2 moves.

I used to have a similar problem. My issue was that I was hurrying the motion too much and shortcutting it so much that I wasn’t hitting all the way forward, or I was hitting the kick buttons when the stick was only at the down forward part of the second QCF.

Once I made a conscious effort to make sure to quarter circle all the way to the forward position both times before hitting the kick buttons my problem went away.

Input display in practice mode is a great tool for resolving these kinds of errors.

Unfortunately, I’m in input display and it looks like I’m doing the same motion every time. Sometimes the ultra comes out, sometimes it doesn’t. :sad:

Just to rule out the obvious, you sure you’re not accidentally attempting an ultra without your ultra meter charged?

If you have ultra meter and input display is showing that you’re doing the right motion, I think your best bet is to join the bandwagon of people complaining about the simplified shoryuken input.

Yeah, it’s training mode, they were both on infinite. And yeah, I was on it the first day I started playing the game, although I think I found out the problem. I think my kick was triggering to the down forward instead of the full forward even though it didn’t show up as that. If I wait a bit after I do the motion, the ultra comes out pretty consistently as opposed to hitting the kick at the same time as the second forward.

This. It still happens to me sometimes, and it’s because I’m getting ahead of myself and hitting the KKK a bit too early. If you do that, the game registers the SRK input before finishing the double QCF. If you’re getting a lot of EX Spikes, that’s even more evidence that you’re just hitting the kicks a bit early. Like pug says, training mode with input display on helps.

And 'sup pug. :slight_smile:

Oh hey! Didn’t realize you posted here. :slight_smile:

I dunno if this was mentioned (I tried Search but it 404’d), but…

One INCREDIBLY risky, but simple and yet damaging mini-combo (I guess the more appropriate word is ‘chain’) is:
SBF -> Ultra

It doesn’t seem to work in corners, but otherwise the Ultra catches them while they’re still falling to the ground. However, it doesn’t go through the entire Ultra animation, but still does over 500 damage, from what I was seeing in training mode against Zangief.

It’s one of the challenges… And yes, you can do it in the corner. It’s also on the first page.