ahh i see. ill give it a try later and post my results. its strange tho, when i EX the second Cannon spike it always connects
this is due to the interesting property of ALL DPs…
basically all DPs are separated into 2 versions: ground and anti-air
if you hit some one on the ground with any DP, it will do more damage than the air version…you can pretty much verify which form you get because the hit looks kinda different…Ryu kinda leans in like a “shin shoryuken”, sagat is still ducking and hits really deep with his fist/forearm, cammy still has both legs bent instead of her front leg extended
I believe these three characters cannot juggle with the normal air version of their DPs (probably other characters too), however I believe all of those characters EX DPs defy the non-juggle-ablility of DPs…however…I believe the EX version is completely incapable of getting the ground version (aka damage that isn’t worth it)
in short, EX version always hits in juggles, but for shit damage
Hmm well most EX moves allow for juggling, and constant juggling at that.
But certain moves make the falling char non juggle-able by any means.
SBF allows for Super Juggle Hittable “SuJH” such as CS and CD
but the CS makes the opponent EX and Super/Ultra Juggle-able "EXJH"
and others only allow for Super and Ultra Juggle “SpJH”
Someone should make a list for what makes opponents what.
Example
Ryu:
SRK = EXJH, SuJH
Tatsu = EXJH, SuJH
EX Tatsu = EXJH, SuJH
EX Hadouken = EXJH, SuJH
Cammy:
CS = EXJH, SuJH
SBF = SpJH, EXJH, SuJH
El Fuerte:
Tortilla Spin = (can hit with lk> super after) "NJH"
cs.RH = NJH, SpJH, EXJH, SuJH
something like that…
Just to help people with combos and understanding new system/characters
my point was that after you start a juggle with cammy (EVERY single special except hooligan throw and dives, obviously) you can do a ground cannon spike…however if they’re high up in the air…a normal cannon spike will completely whiff. THIS is the reason some people have problems with CS->FADC->CS, they’re getting the late CS which is incapable of juggle…EX CS IS capable of hitting them high up, but will NEVER get the ground version (which does more damage…170 or 160 as opposed to like…80)
cammy can only juggle once with any of her specials AFAIK…as soon as you hit them up into the air once, you only get one hit…this is why CS->FADC->CS->fadc->CS doesn’t work…neither does SBF->CS->FADC->CS
first post revised. Any suggestions for changes? Errors?
j.HK --> Gyro Drive Smasher is a beginner combo, but why couldn’t a beginner block it over an experienced player, all you need to do is hold back during the start of the ultra and it either blocks or doesn’t. Or are you just saying j.HK is hard to land on a good player?
instead of cl.FP in that link, you could also opt to do cl.MP, and your optons off of that are either:
cr.MK -> HK Spiral Arrow (can FADCf and do another rep of any variation off of cl.lp)
cr.FP -> cr.mk -> MK Spiral Arrow (char-specific; only works on chars whose lower hitboxes protrude foward)
Also note that any combo with the cl.lp, cl.FP/cl.MP link is character-specific. I know for sure it doesn’t work on Rog, but I’m not sure of the others. I’ll have to test that.
Another combo you could add somewhere, which would work standalone, off a landed jump-in, or tk cannon strike, is:
cr.FP -> Spin Drive
man i feel like s crub, i didn’t know cr lk, cr lp, cr lk, spiral arrow worked, i was using like cr. lk cr lk, throw lololol
que?
Simplified: Why is j.HK into Gyro Drive Smasher bad vs good players if it works on beginners?
i never said its bad for good players. The combos are listed in order of diffilculty…which of course is entirely subjective and based on the individual
oh lol ok, im gonna go try it out then since i cant really reliable fadc and i have NO ultra setup right now other than punishing, so that helps a lot…
Hello friends and Cammy players,
[media=youtube]BZYwlLh85FU[/media]
Not a Cammy specific glitch since I’ve done it with Ken and Rose as well (haven’t tested other characters, please feel free to do so).
If this is old news, please disregard.
I’m much too inept to figure out why this happens, but it might be something useful.
I’ve also managed to do this in Ken v. Sagat, but without much consistency.
Let me know what you think.
Regards,
AzN_Skater
Looks like there is no collision-box when characters are quick-rising. Have you tried this against the rest of the cast, to make sure it wasn’t just someone forgetting to apply collision to Honda’s quick-rise? Also test it on normal wakeups. I would do this myself, if I owned the game.
Well that would definitely be useful for a cross-up situation.
Nice find there
old.
I’ve had it happen against Honda, Vega, and Sagat. I’m very lazy to test, but I might get to it sometime haha. Timing is MUCH tighter against sagat than the other 2 though.
old and bad
lol @ elitist faggots on srk boardz
cr.LP, cl.LK, s.LK, cr.MP xx mk SA
does a little more damage than the normal BNB, but is a bit more finicky
you CAN get RH SA but unless you’re completely in their face when you start the combo, you’ll only get the second hit for pitiful damage
also note: this only works on certain characters…only tested against gief and honda
as for the ground cross-through:
I was able to get this to work on honda with ease, you don’t even have to dash! you can just walk through him when he’s getting up…however it seems it might depend on cammy’s hit-box too as it would only work if I waited a moment after the knockdown…knockdown->dash->walk also worked
this also worked on vega but wasn’t as easy…
I’m going to assume that it only works vs characters that “flip up” when they get up…so it could quite possibly work on abel, ryu, ken, sagat, honda, vega…not sure who else…but the timing for everyone but honda and vega seems super strict as I wasn’t able to do it at all vs. sagat (with ken OR cammy)