Cammy Combos and Glitches

I wonder if this is also char specific. In ST Classic, dict’s scissor kicks vs specific chars at left or right corners have different cross over properties. It seems like this left right corner glitch/bug is part of the SF history…

i don’t it was a glitch, it did that all the time. it works against people.

ever have a day that you can’t combo? Some how i messed up most of my combo today. then i go to training mode and i can do all of them.

Online is not offline. At times, you can’t time them the same way because of the input delay. Perhaps you were just playing some laggy games.

Also I found this a few days ago in training mode but when I connected a EX Cannon Strike on Gief at the head area, sometimes when I tried to combo a low LK afterward, it would whiff.

A low short, missing at point blank range, while an opponent is still in hit-stun.

might post it there aswell
ex Canon strike+ corner canon strike glitches
[media=youtube]xoJ6ifoekHA[/media]
read description

I couldn’t see it, but as far as I’m concerned, Cammy’s fight wouldn’t be playable without 3 usual combos, not listed here (maybe because they are too BnB, but, hey, isn’t it the point of this thread ?)

Both first are SuperBar free, and third is just an improvement of the second one.

Both are easy to do.

Both are very effective, great to stun and to damage, and can be spammed all around…

First is :

j.HP > c.HP > HP

can be pulled out anytime your next to any chara, with only c.HP > HP
Both ok for dmg and psychological warfare.

Second :

j.HP/K > c.HP > c.mK > H.Spiral Arrow

Five hit with High dmg and High Stun output.

Third :
j.HP/K > c.HP > c.mK > H.Spiral Arrow > Super

11 hits of pure happiness…

Hope this helps : to me, main strength of Cammy is not her speed, but her very efficient Hard punches and kicks, which have very decent priorities, and can be spammed all around, and chain one after the other.

Both of those are in her trial mode.

You should not be using the 2nd one often as Cammy needs her Ex bars.

Those are nice, but it requires your opponent to let you constantly do jump ins. I’d rather get a j.hp->cl.hp->cs->fadc->cs off if I get a jumpin to connect cleanly.

BUT, if I have no EX, those combos are damn nice. I just played around with the j.hp, cr.hp, cr.mk, SA combo, and it’s a solid ~350 damage. That’s great for no EX use. Still, jumpin connects are rare. :frowning:

Yo guys dont know if this has been stated, but cammy can combo into her ultra from a razor edge slicer, for thos who dont know is the slide kick that comes out off the hooligan. The timing is harder than the sbf(from my experience atleast) if you want to get more than 3 hits from the ultra.

Not too useful but every little bit helps.

You can also start the combo with a Focus attack to a TK strike…or just a TK strike, or just a focus attack.

In find that if you’re having trouble doing the c.fp>c.mk link, that you should stick with the cl.fp>Spike combo. It’s only 40 damage less and it’s a cancel instead of a link which is much easier to pull off. The link is obviously superior when pulled off and also has the high/low mix up (if theyre dum and not /downbacking), but being SPD’d or SRK’d or any terrible counterd because you can’t hit the link right isn’t worth the 40 damage extra. So it’s nice to have an “easy” alternative.

the j.hk>c.fp>c.mk>H.SA combo is her most damaging normal combo (no ex/super/FADC) I believe. There is a worse version in her hard trials that has you use short kick and medium punch instead of c.fp.

j.hk>cl.fp>Spike is her second most damaging normal combo I believe. Also unless the Gief was terrible, the last Gief I faced, when I used this combo, the spike at the end followed by an immediate jump back would prevent any SPD shenanigans from the block string. I beg to be corrected on this if this is wrong because I don’t want to go on thinking this works if it doesn’t.

the name of the SF4 combo game is using the highest damaging moves possible that can link together when going for damage/stun. All the little hits (jab/short) only waste your scaling and rarely (if ever) end up improving your damage over a better higher damage move variant. In contrast, the little hits are great for block strings and tick throws.

Cammy basic and intermediate combos: (I figured it would go here better than in the Vids section)

http://d.hatena.ne.jp/video/niconico/sm6891693

i do agree.

yet, it’s a guideline : i mostly uses the combo without the jump, when opponent is near : getting c.hp - c.mk - SA punishes enough he won’t take risks for the round (unless you screw up something after, of course)

I know it’s in trial, yet didn’t see any cammy use it online so far, when, to me, it is her main offense combo.

Same thing for her triple hard punch, which always makes the opponent feels there is something wrong (actually, i have to admit taking 3hp in a row can be quite disturbing ;))

(for those who didn’t knew, cammy can link c.hp to hp or c.hp, and of course, it also works after j.hp. It’s quite effective to punish an opponents that is recovering, without bars, and psy.warfare mode gets on…)

Hey, apologies if this is already known but I found a cross-up glitch vs balrog when messing around in training a few nights back:

[media=youtube]HRQekcUQyN4[/media]

Close HP xx FADC towards > dash towards

Leaves you out of range for any pokes afterwards unless Balrog was cornered. Still fun to know though.

Thats kinda cool. I had no idea you could FADC a Close HP.

Hm… does it only work on hit? How about blocked close s.hp? If blocked version works, then it’s a good tool to get out of corner traps vs Boxer…

Unfortunately it doesn’t work when blocked. Which is what makes it mostly useless, otherwise yeah, it would have been quite useful to escape the corner or force a funky mix-up on a turtling Rog in the corner.

Tried it against a crumpled Balrog and no dice there either. A shame too because that would have been quite a fancy thing to do against crumpled Balrog in the corner.

I have a feeling it might work on other characters btw, I didn’t test it against the entire cast but C.Viper has something similar that works on Balrog, Sagat, Guile and Cammy.

good to know thanks

Is total stun damage more important than the total damage itself?

Yesterday by accident i messed up and found the follow combo:
J HK,c mk xx canon spike (input j HK, df mk, df mk)
This may sound weird but for a beginner like me :wonder:,it has become my bnd combo.(I could also do variations/ultra of it,like fadcb ultra …)
Now my question,is this a reliable combo i should keep and practice until perfection, or is this a bad combo vs good people?

Another question i have:
For canon strike i mainly use combo:cr lp,cr lk > cr lp xx hk canon spike.
Mostly this works but sometimes i get dp/ultrad out of it by mashers when i mess up.
Should i simplify the combo or just stick with it until i perfect it, eg is the last cr lp worth it danger/scaling wise?

Depends on how many moves your stun combo will require before he actually get stunned.

For Gief, it’s not a big problem, in case he uses high stun combo, then lands a headbutt (600 stun on his own), leading to an almost zero scaled combo after that.

For Cammy, if you finish your “stun chain” with something like jumpin, c.lk, c.lp, c.lk, SA (HK ver.), you already have scaled the overall damage for your next combo (the one that you’ll land on the stunned opponent) by quite a lot.

I guess then, it’s better overall to consider in priority, damage in combos, since stun can most likely be avoided (unless full stun combo), and if you think stun is near, try and use big stun combo potential with less moves (HP into CS for example) instead of many quick hits that scale damage into oblivion.