Cammy Moveset and Attributes

Earlier landed a focus attack on someone in the air, dashed after them and just before they landed hit them with her sweep, crouch roundhouse. Now why can’t I do that off a cannon spike fadc damn it! In theory she has tons of options off a fadc spike but they only let you do a second spike or ultra. :frowning:

Yea its very possible on multiple occaisions

Ixion: It’s the way the systems in the game work. There are two types of Juggle scenarios. In one, certain moves set-up free Juggles, so anything can Juggle afterwards. In the second scenario, moves just have NATURAL Juggle abilities (I called them Juggle Potentials in my CvS/CvS2 FAQs). The only thing that needs to proceed it is a Knock Down.

So the Cannon Spike is just a Knock-Down but also has a Juggle Potential of 1. So after ANY Knock Down, be it a Cannon Spike FADC, a Drill in the corner, a Spin Knuckle near the corner, etc., the Cannon Spike will ALWAYS Juggle, but only Juggle ONCE because of its Juggle Potential. That’s why you can’t do Spike FADC Spike FADC Spike… because it can only Juggle once.

Then there are moves that just set up FREE Juggles. A move like Sakura’s EX Hurricane Kick is such a move. It allows for opponents to be Juggled by ANYTHING, regardless of Juggle Potential. Anti-air Focus Attacks are included in this set of moves, so that’s why the Sweep Juggles, because they set up a scenario where ANYTHING can Juggle. But that also means after an anti-air Focus Attack, you can dash forward twice, Cannon Spike and STILL FADC, dash forward twice again, and Cannon Spike for three hits. The first Cannon Spike is FREE, thus it doesn’t subtract from it’s Juggle Potential. That means the second Cannon Spike counts as the first official Juggle.

Sorry if that’s too technical. :slight_smile: You were probably asking a rhetorical question and didn’t need an answer, but I figured I’d answer the question anyhow.

  • James

Thanks for that. It was actually rhetorical but thats still cool stuff to know :slight_smile: You should write a book on this game and Cammy, I’d totally buy it :lol:

What’s the deal with Air hooligan throw? Sometimes it works and sometimes it doesn’t. I’m mashing the shit out of throw and it seems like it only works about 30% of the time.

The Hooligan Throw can actually be input too early. If you press the Throw and the enemy isn’t near you, you’ll go into “Hooligan Whiff” mode and can no longer input anything. So make sure you are in range when you tap Jab + Short. Otherwise, once you miss, you can’t try again. Don’t mash it, in other words.

  • James

so i love playing with Rose and I LOVE slide under jumps -> throw… or against Balrog her c.mk lower her hit box and Headbutt completely wuff :slight_smile: (yes i’ve been playing lots of matches Rose VS Balrog )

anyways…

similarly Cammys c.mk can be used to lower her hit box…

from a standing position if you are facing a crossup attempt by Ken/Ryu/Akuma you can c.mk (while they are in the air going over you for the crossup)… crossup will miss… you can throw them immediately once they land…

i guess it works on Abel… i will have to test it

  1. Hooligan slide -> Ultra (very hard to get more than two hits)

TK CS -> hit confirmed into Ultra. If you can bait a throw break attempt and hit them with a TK CS, you can combo into ultra. Also, I don’t think EX dive kick needs to be TK in order for the ultra to connect.

lol owned

nice finding

Yeah, just to add to your finding, cr.hk, cr.mp, cr.lp and cr.lk can all work against a shallow cross up attempt (such as Ryu/Ken’s cross ups), but against really deep cross ups such as Gen’s or Seth’s due to their low jump arc and fast recovery, it is better to just block it, because 1 missed block vs those 2’s cross up = big loss of health…

I dunno if this has been discussed before, but has there been any talk of cl.hp as anti-air? Or at least a counter to crossups? I tried it out a little as anti-crossup and it seemed to have moderate success.

Yeah close HP is awesome, I use it a lot against Ryu, Ken and Sagat when I can’t react in time for their jump-ins. Sagat especially as he drops out of the air quite quickly so I can’t get a cannon spike out I just use HP against him, its really effective if they are spamming that elbow drop move of his.

i hate jumping elbow… its godlike… trades with my Cannon Spikes :frowning:

Anyone tried cl mk as anti crossup,i seem to have alot of success with it.
And i too have problems against sagat macho elbow,what is the best option to use?

I haven’t tried using cl.mk, but I’ve been trying out cl.mp with pretty good success.

I ususally just DP sagat if he is jumping in, so it’s rare that I get the elbow. I’ll have to play around with that in training to see what I can use against it.

Close Hard Punch is actually a REALLY good anti-air. I use it a lot because I suck at reacting to Jumps with DPs. And it beats a LOT of things. You can hit it really early and it’ll beat a lot of stuff.

It’s only weakness is that it CAN be empty Jumped. But no one knows this. lol! Plus, who empty Jumps at Cammy? Supposedly, we should be able to DP them every time, so most people will be hitting buttons 99% of the time. :slight_smile:

  • James

For anti cross up, lately I’ve been using the following:

  1. :dp::db: :lk:
  2. standing cl.mk
  3. standing cl.lp
  4. standing cl.hp

the first option is really good, especially you can FADC into another c.spike or ultra. Once you do it a couple of times, usually they wise up and will not try to cross up again for the rest of the match.

the 2nd option is surprisingly good for a normal. It is amazingly fast and beats almost everything (only things it loses to are Gen’s and Seth’s DEEP DEEP cross ups).

Anyone else wish Hooligan was a little more lenient on the cancelling? Kinda sucks that with fierce hooligan you need to get so close to the opponent before you’re able to cancel. There’s a huge potential for mind games if we were allowed to cancel at will. Imagine busting out some moves ala C.Viper and just being able to cause havoc on the screen in a very controlled way. Anyone else think this would be useful?

I wish one of three things would happen with hooligan in order on which I’d prefer.

  1. Cannon strike from hooligan

  2. Grab crouchers

  3. Better recovery on the cancel