Hm would u risk missing a link for 10 damage+scaling if done with a J hk/canon strike,…?
j hk/cannon strike is not hit confirmable…
its a different type of combo.
No i mean even without that you get 10 damage more,
but u need to do multiple links which if missed can cause major damage against.
And then if u manage to begin with a canon strike or j hk over fireball from close (which is hit confirmable!)the scaling will be even worse.
all the combos that I mentioned are only one link
lk xx lk xx lp ~ (link) c.lk xx SA
if I knew that my jump-in was going to hit I would either go for a c.hp ~ c.mk xx SA or some FP, cannon strike FADC combo if I had meter to spare.
I would do this combo after a jump-in where I wasnt sure if it would be blocked or not.
I found a bug vs El Fuerte with Cammy (Could be with others too but I don’t know).
Setup:
I was 1/2 screen away, El Fuerte starts his Ultra, I back dashed…
Normally you would think, El Fuerte is going to miss so badly its not even funny since I was 1/2 screen away…
BUT!!! While I was in the cart wheel, El Fuerte TRAVELED almost 3/4 of the screen from where he started and STOMPED me!!! WTF??? I have never seen El Fuerte’s Ultra traveled THAT far away. Anyways this happened to me TWICE with 2 different El Fuertes both times I was back dashing… Either Cammy has a stray hit box or there’s something messed up…
Once again I believe Capcom Japan never beta tested the console characters…
Definitely a bug. only other thing i could think of is some sort of Kara Ultra
Yeah that’s happened to me a little while back. I just jump every time I see a Fuerte doing ultra. That or a really late cannon strike.
I’ve gone 15-3 against Fuerte in the past week
edit: DBC showed me a great combo/block string. It’s cr. lp (i think), standing close mp, cr lk.
If it hits, SA after the cr lk. The mp is kind of a frame trap. Let’s just say it worked really well against me haha.
TKCS, s.MP, c,MP, HK SA << is the most damaging compared to the other iteration of TKCS combos???
like TKCS,c.lk,c,lp,clk,SA ?
or TKCS, c.HP, c.MK, SA ?
im lately falling in love with the following combo (and it looks really cool):
TCKS (can be EX multiples+ TCKS), s.lk, s.lp, s.lk, c.lk, SA
but the damage output is not that high…
i have a question, is this a combo??
TKCS, s.lk, s.mp, c.mp, SA
TKCS, s.mp, c.mp, SA works fine for me… but once i add s.lk to the mix c.mp does not link with s.mp… so im not sure if its doable … hmmmm :shake:
right now i found out that if u are really close to him u get hit aswell while with other chars he will miss (at least whe i tried fuerte arcade) . thats stupid =/
Actually, that combo was one of Cammy’s hard trials… except the cr.mp was cr.mk, so it’s definitely possible.
cl.lk to cl.mp is a one-frame link, so that explains your having difficulty with it.
EDIT: Speaking of one-frame links, do you guys know how on certain characters, we only get one hit of SA when we do our cr.hp cr.mk xx hk SA?
Well, you can do cr.hp st.mp xx hk SA. The reason I bring it up is because when you opt for that link, you’re guaranteed to get both hits of hk SA on all characters. However, it’s a one-frame link, so that’s the sacrifice.
im connecting cl.lk to cl.mp just fine… but my problem comes with following it up with c.mp… maybe i should go for c.mk instead…
i found out that TKCS, s.lk, s.lp, s.lk, c.lk, SA is character specific… i didnt try it on all characters yet… it works against Ryu, Ken… but it doesn’t work against Geif, Blanka, Guile and Sagat…
for Sagat its doable but with the following sequence:
TKCS, s.lk, s.lp, s.lk, s.lk, SA…
the last lk is standing instead of c.lk
Does the cr.mp whiff? That combo seems like something that would be character-specific, due to the extra pushback from including the cl.lk.
Hey DBC, would you mind posting your favorite blockstrings? I was seriously feeling the pressure last time we played, and I really think my Cammy’s pressure game needs to go past TK CS and tick throws.
Also, I dunno if you remember, but there were a couple times I ate some meaty spiral arrows. I didn’t catch what you did to set me up for them, though. Could you please explain?
Sure, I’ll post up once I get back to my ps3 to verify some of them.
About that meaty spiral arrow: There were two setups that I can recall using in our matches, although I think I botched the linking of Cannon Spike after all of them.
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MK SA after foward throw - a few frames after Cammy recovers from foward throw, I did MK SA, which should allow you to link a Spike if the opponent fails to block it.
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MK SA after a combo ending with HK SA (opponent quickrises) - after the combo, I waited a fraction of a second before doing the MK SA.
Unfortunately, I don’t think either of them have trick that’ll help with timing the SA, which is contrary to the setup off of back throw where you could immediately whiff a cr.hk to help with the timing. However, with the ones above, the correct timing is almost immediately after cammy recovers, so that somewhat makes up for it.
Note about that second one: that setup is not limited to just having the combo end in HK SA – you could also end it with MK SA. However, you’d have to alter the timing of the meaty drill slightly.
DjB put up another Cammy video the other day that shows how to SA on an opponent’s wake-up, although he uses HK SA:
[media=youtube]iYuY-Gtzqgk[/media]
Holy crap, meaty HK SA that’s also positive on block? Why isn’t every Cammy player out there abusing the hell out of this?
wtf this must be a hoax!
haha i always do the trick 1 : D
this DjB dude is great with his vids though
Can someone explain a bit of this game’s mechanics to me?
How does a meaty HK Spiral Arrow end up being + on block when normally it’s unsafe as hell? Do the active frames and the recovery frames of the attack overlap a little or something?