hmmmm…i will have to test this out. i use HK for my TKCS and don’t have any problems, but that doesn’t mean your theory isn’t plausible.
I use both Short and Roundhouse versions, a lot. Becoming an expert at Cammy’s Dive Kicks requires proper usage of both. The Short one is very useful for fake Jumps. Late Cannon Strikes (on the way down from your jump) requires use of both Short and Roundhouse to stay unpredictable. And jumping over someone, Short ones are the best, because they drop faster and give you easier chances to Combo from. Short ones definitely land a fraction quicker than Roundhouse ones, so you do get more Combos off of them than with Roundhouse ones.
For TKCS, yeah, I always use Roundhouse if I’m trying to hit someone, since it puts you ever so slightly closer and lets you combo with follow-ups easier.
- James
This is def the truth. When I begin my wake-up cstrike mindgames, i use all three kicks to position me for the hit or to purposely whiff in order to bait a move.
Geoff The Hero got a pretty good taste of this a couple weeks ago. lol
good stuff james, since i usually dont tkcs i think lights would be a much better option for me… also to add something tot his thread cammy footsies are pretty nice
I use short for the ambi crossup into combo and roundhouse for overhead whiff into whatever.
Btw i could have sworn that short tk did a crossup on sagat :o
If he did it on the right corner of the screen it probably did crossup
Yeah i did
Guess it was a crossover then .
i cant remember how jumping forward mp looks like i cant remember the last time i used it (never?)… :looney:
or jumping neutral lp…
I know this question is about a year or so too late, but I was just curious as to whether or not Cammy’s TKCS was designed intentionally, or if it is just a bug in the game?
i like to think that for something so crucial and integral for cammy’s gameplay that it was by intent. otherwise idk what they would expect cammy to do
I’m betting it was meant to be in the game. The TKCS move works because of the “input memory” this game has. Dhalsim’s game is based around the instant air teleport, which is DP motion + up + PPP/KKK. C. Viper’s cross up flame kick is the same inputs as our TKCS.
It was meant to be. Don’t let anyone tell you it’s a glitch in the game.
Oh I wouldn’t care if it was a glitch in the game, I’d still spam the shit out of it lol
Man, I feel left out. It’s so rare for me to get hate mail. Maybe I should just play more lame…
i think its a glitch for 2 reasons: its not listed in the specials, and i highly doubt they just ‘forgot’ and second, i never seen it in any other sf and i doubt they added just to cammy a special and not any to every1 of other chars
um… her strike is in the special moves list, and other characters can TK input their air specials. akuma’s cross-up air fireball setups done with a TK style motion. sim’s instant air teleport, vipers sj bk’s… i think those are the only 4 but i have been wrong before.
Yet the tk versions of the moves are not listed in the move list, it honestly would not be the first time the players have discovered something Capcom missed. Strike is on the move list but tkcs is not, I think thats what he was getting at.
i’m just saying that TKCS is a name that WE gave to the strike when we perform it with a different input. so even if they intended this it wouldn’t be listed as a different move.
and like i said other characters use the same subsystems to accomplish things.
I don’t use TKCS in matches at the moment. Because I haven’t got the motion 100% yet, probably only about 70% and I can jump and execute the CS fast enough so that I can combo cr.lk cr.lp cr.lk cannon drill anyways so it doesn’t matter too much at the moment.
its a different input and movement than a normal cstrike so obviously if was planned capcom woulda put it separate on specials list