Cammy Combos and Glitches

didnt know if anyone posted this but you can combo cammys ultra from a counter hit cr. fierce and it pretty easy to hit confirm the counter hit

Dumb question, really, but do the ultra combo setups like j.hk>ultra and cs>fadc>cs>fadc>ultra guarantee it lands if you do it properly?

They wouldn’t be ultra setups if it didn’t, so… yes.

Argh…Spinning Back Fist is considered a jump at some portion of its animation. I got air thrown by Guile and Vega. WTF…

I found another combo not mentioned on the first page.

j.hk->s.mp->c.mp->hk SA 5 hits I think around 250+ dmg
Cstrike->s.mp->c.mp->hk SA 5 hits less dmg than above

s.mp->c.mp is a link combo

i was just messing around in training mode and ex cannon strike > ultra is very hit confirm-able. i had the computer on random guard and was able not push any buttons when the strike was blocked and could press it when i saw it hit. totally good for doing stuff like, c.lk, c.lp, c.lk (blocked) dash in throw, then the next time doing the ex.strike > ultra…at least i think its cool =\

there are several combos not listed. I intended to list the best ones…in terms of practicality + Damage. I should also take stun into account…perhaps i should work on that next and apply to all combos

J.Hk, C.HP, C.mk xx Hk Spiral Arrow does ~360 damage and ~606 stun. It is pretty easy too. IMO that is a better option

I have both those combos in my Cammy Practical Combo video with damage and stun info
I need to add more combos and update it with the new shit that i learned, i put it out shortly after the game came out, so there is alot that i missed

Could someone test the properties of a Counter hit Cannon Spike into Ultra? In Dj-B13’s preview vid (the 1:03 mark) the Ultra did 5 hits instead of 4 after a counter hit Cannon Spike FADC Ultra.

yeah ive been playing some onlines lately, being a mostly local player and I have a few things about combos, which all work just fine local. maybe there is a small amount of lag…

anyways, i do my usually ex tk cannon strike cr.lk cr.lp cr.lk spiral arrow, which works up to cr.lp, always lands perfect when i do it offline. also, it seems like pretty much just jump in and immediately cspike works better, which can’t be true… I got to like 500-600 bps from 0 in like an hour I think just spamming ex cstrike into spike, which is just stupid. and last thing is whats a good grab setup just cstike>grab or cstrike>lk>grab?

Regardless of what people think of BPs. The lower BPs are usually still full of newbs so it’s generally pretty easy to get into the 1500 range before you start playing against people who don’t just die to CSpike. I wouldn’t get into the habit of just EXCStrike into Cspike every time.

I pretty much just throw out grabs anytime I attempt to start a combo, it’s blocked, and I’m in grab range.

Just saw a vid of someone doing the EX cannon strike, cannon strike, FP, Cannon spike. I thought it was a pretty cool looking combo but I’m having trouble linking the 2nd canon strike. Any tips?

I’ve done that ending in a rh-SA which links nice. I could see the CS coming out at the end, but a whiff of that might leave you real vulnerable. Not that the SA is any less vulnerable, but if you time the combo right you get the hit. With a CS you can still get the timing right but your spacing is off and you’ll eat some punishment.

Did you even read what I posted?

There’s really no secret to it… Just start buffering in 2149K after you finish executing the EX C. Strike - you should be starting the motion even before the first one finishes. It’s just a matter of learning the timing for how early you can do the second dive kick to have it come out immediately after the first.

Sitting in practice mode and seeing how quickly you can do repeated TK C. Strikes outside of combos helps get this down.

I’m practising;

J.hk> C.hp > C.mk > FADCf > lp > hp > cspike > FADCb > Gyro

FADCf > lp > hp > is a tricky bitch!

why?

That’s flashy as hell :lol: but all your bars for something that looks like it would be scaled to high heaven?

Still, I wanna see it:rock:

It does look needlessly flasy, but i suppose the bit before the FADC is a safe block string, and the bit after is a hit confirm into an ultra. And after the FADC, if they blocked the first bit, you can just throw, or whatever. So in principle I think it’s sound.

I think Cammy beats Bison

Mr. Kelly!

I’m curious as to see why you think so. I can imagine you gleaned this from playing against Justin’s Cammy, or do you use her yourself? I find that I can beat most Bisons, in fact she does shut down a LOT of his typical options that he uses against other characters. But when Bisons start to really turtle it up, it gets tougher. His Stand Roundhouse seems to stop Dive Kicks and regular Jumps without needing to change its timing (that is, if you intend for your Dive Kick to actually hit him). And he usually builds up enough meter pretty fast to EX Psycho Crusher out of Dodge when you are next to him so you can’t really punish him afterwards.

I dunno, I flip-flop on this fight a lot. There are days I think Cammy is fine against Bison and then I’ll run into super Turtle Bisons and it just gets annoying.

  • James