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Hey y’all, just checkin’ out Cammy.
Meter gain scales along with damage and stun. The meter for executing a special doesn’t scale (I think), but the meter gained for causing damage definitely does. It would look more like…
FA2/3 (40/60) -> EX dive kick (0) -> tk dive kick (10 + 40*.7) -> cl.lp/cr.lp (20*.6), s.hp (60*.5) xx HK SA FADC (30 + 30*.4) -> s.lk (20*.3), s.hp (60*.2) xx CS (30 + 40*.1) FADC -> CS/Ultra.
So… calculator from tk dive kick to CS, she gains 174 meter.
That’s right. Meter gain scaling with comboed hits didn’t even come to mind. Good stuff on taking notice of that.
So that means the combo above is impossible. That also means that the other one with the cr.hp cr.mk link in it is impossible with the FA at the beginning, but possible without it.
HK hooligan goes over sonic boom. Maybe obvious, i dunno. Started saving me some meter.
Kara throws always have had a great impact… This is good info i tried to do it months ago when that thread was first made…i didnt see (notice) much of a difference. Its Forward ----> Lk+lp+mk right
U have to have the perfect angle…MK goes over clean…HK will get u hit
Rell: yeah her kara is mk~lp+lk.
Faux: Yeah youre right. Its about .75 only. I was doing forward+mk and her walking speed made it look like she was actually kara’ing that far but I was wrong
mk is kind of a bummer kara since all of her commands+mk will give you a cannon spike or a drill, therefore you cant kara any specials qq
Here’s a video of Cammy’s Kara Throws… it adds 0.75 extra distance…
[media=youtube]ZK6AHcNCN-Y"[/media]
it doesn’t looks like it has any good use. if you want to throw, might just dash in and throw ^^
karas always look that way but in critical situations the small distance actually make or breaks a lot of shit…if you compare it to kens then yea… it doesnt look any good, kens is crazy even by 3s standards…thanks faux
faux
i dont know if you got this too but i got something odd when I was messing around with her karathrow. If you stand at max range of her karathrow, the startup frames of the mk will come out and the throw will connect. as you move closer the throw will continue to connect until you get close enough such that the s.mk animation will change to a close s.mk. When these animations switched up, the s.mk no longer moved cammy fwd and as a result instead of a connected throw, i got a whiffed throw instead. If i got any closer after that, a regular throw would connect regardless of the kara. Did you get anything like this? maybe i should quit the blow habit.
Looking for confirmation on ground crossup on Honda wakeup in the corner.
Apologies if repost.
Yeah, it is very difficult to get the exact distance for a kara-throw to connect instead of a regular one, that’s why in my video I started from far away and slowly using kara-throw whiffs to get closer and closer until finally I kara-throw dummy Ryu in the training mode.
I also noticed that once you get in the range for close s.mk, you need to increase the pause between mk and lp+lk in order to get kara throw out (timing is different between far s.mk kara and close s.mk kara), if you do it too fast then kara-throw does not come out in that range and you will whiff…
[media=youtube]BZYwlLh85FU[/media]
doesnt have to be in the corner. Just has to be a quick rise.
Ty very much :tup: Is there a full list somewhere on who this works on? As I will be adding this to my shenanigans list.
i main bison… but i just started playing cammy… her b&bs all seem very easy for me to do since i’m used to playing non-charge characters… in kof …not sf
for her basic “cr.lk, cr.lp, cr.lk xx spiral arrow” combo i feel more comfortable doing “cr.lk, s.lk, cr.lk xx spiral arrow” cause that feels like i’m doing bison’s b&b…
so i was just wondering for the version i’m doing is it the same or do i have a chance of eating a reversal between it?
Won’t the s lk miss on a crouch blocking opponent?
If so then it would kill the purpose of a block string.
no it won’t… cr.lk, s.lk, cr.lk xx spiral arrow works very well for me… i just was asking if chances of u eating a reversal between it is higher… cause cr.lk, cr.lp already has a 4 frame gap between it on block since cr.lk is -1 on block… and iirc s.lk is 1 frame slower than cr.lp…
Time for framedata
(|ADVNTGE|HITSTUN| STA ACT RCV|BLK HIT|BLK HIT|DMG STN MET)
close standing
LP 2 2 8 +1 +4 10 13 25 50 20
LK 3 2 8 +1 +4 10 13 25 50 20
crouching
LP 2 2 8 +1 +4 10 13 20 50 20
LK 2 3 9 -1 +2 10 13 25 50 20 (low)
Looks same to me unless the data provided is wrong.
cr lk cr lp cr lk -1 +1 -1
cr lk s lk cr lk -1 +1 -1
If you are correct then ill probaly also use cr lk s lk cr lk xxx HSA,since i have alot more %success on this combo.
well according to the wiki cr.lp = 3 frames and s.lk = 4 frames…
so u have 1 extra frame gap… cr.lk < 4_5 frame gap > cr.lp_s.lk < 2 frame gap > cr.lk …but what i don’t get is it says that cr.lk = +2 on hit… if that’s the case then those links wouldn’t be possible to combo on hit… so something is wrong with the frame data… i think it’s actually +4 on hit and maybe +1 on block… that makes more sense…
Wiki is wrong,cr lk is indeed 3 frame startup but it starts to hit on 2nd frame.
(So cr lp 3 frames startup hit starts at 2nd frame//s lk 4 frames startup hit starts at 3rd frame)
Still cr lk is +2 on hit and s lk needs 3 so like u said i dont understand it either why this combo would work.