Its better to just practice the combos in a match.
A good thing about playing online is that if you lose the match you can just queue up another one. You dont have to go home or lose out on money or anything, so if they whiff a DP dont just cannon spike them or something easy, go for that big combo. If you mess up, who cares.
I think its much better to practice it in the situation that it should be used in.
Think about Daigo or something. His execution is Godlike and he’s just playing matches.
Also, I can’t for the life of me hit Hard Trial #3. I can sometimes link j.RH>s.LP>s.MP and I can sometimes link s.MP>cr.MKxx HK SA xx Super but I can NEVER do it all together.
Should I beat myself until I get it right? Is this one of those American “not practical in a real match” combos that the japanese use practically in real matches? Sigh, so haaaaaaard. Tried plinking that shit as well but no dice.
No, it’s a Trial mode combo through and through. There is nothing practical about it and should probably never be used in real battle.
Just learn the rhythms. Memorize the rhythms in your head, which is easier if you are a music-oriented guy. But once you pull off that dumb link sequence, there’s no reason to try it ever again.
I could be wrong, though. Maybe at some point, it turns into a practical hit confirmable combo. shrug But I’ve never seen anyone use it ever.
James, have you ever looked into standing close MP? It seems like it can be a really amazing normal. i’ve been experimenting with it a tiny bit to see if i could turn this into something nice.
-its as fast as any light kick
-it has frame advantage on block for a decent frame trap
-its pretty good at comboing: cl.MP, cr.MP xx Spiral Arrow
-and to top it off, if you miss the cl.MP to cr.MP link… cr.MP is 0 on block, or u might even score a counter
edit: cl.MP also puts you in perfect range for a LK crossup.
Hmmmm… good call, sl33p. The move seems to behave similarly to Gen and Fei Long’s close MP’s, which cause much longer block stun that they should. In fact, it gives you the MOST frame advantage of any move on Block, tied with Crouch Fierce (which pushes too far away) and Far Short (which will never hit someone crouching nor close enough to where it can matter). So after TKCS, it might be a really good move to use because, if the TKCS is blocked, the Stand Strong keeps you close AND gives you tons of frame advantage, meaning you have a lot of leeway to start mind games with the opponent. Damn… TKCS into Close Strong into another TKCS means you would have 2 frames of free time to start the next Dive before the opponent even leaves Block Stun. Add to all that the bizarrely long Block Stun it causes that throws people off…
Hmmmmm…
Gonna be using lots of close Stand Strongs the next time I play online.
Close s.mp is the BEST normal move Cammy has… I use that move so often, its second nature and I never thought about it. It is good against cross up jump attempts, good against those annoying neutral jumps, good wake up meaty, good combo starter and combo addition, safe on block and hit.
I love when they try to cross me up, I nail them with close s.mp -> cr.mp -> hk SA or C.Spike.
Just wished this one had a longer reach, it would be an amazing anti air normal…
I use S mp > cr mp xx HSA alot.
Has anyone used a combo like canon strike,c lp > S mp > cr mp xx HSA
308 damage 530 stun but contains a 1 frame link and a 2 frame link
i always seem to miss them when i do s mp as they crossup,am i doing it to early?
I also forgot to mention another advantage of using close MP. If the cl.MP hits or misses, it puts you in perfect range for a LK crossup (keep in mind cammy’s crossup doesnt work on every character).
And yea… thats pretty genius… another TKCS afterwards. Gonna write that down lol.
ditn - IMO the best combo you can do after a quick cannon strike is cr. hp, cr mk, Hk SA.
That will do 330 (I believe) and around the same stun. If you land a focus attack, it does somewhere around 380 damage, and close to 600 stun. You can also link your super into the combo giving you something like a 530 damage combo. Just practice this one.
Well, the only issue with this combo is when the cr.lp is included, it becomes a more character-specific combo, because the extra pushback from including the cr.lp as opposed to leaving it out causes the cr.mp to whiff.
once again ur right,Guess ill stick to the following combos:
hit confirm combo:
(canon strike)c lk,c lp > c lk HSA and variations like c lp clp c lk// c lk s lp s lp …
punish combo or sure it will hit:
*(focus attack)cr hp cr mk HSA=>on shotos and some other i use cr lk because its a really simple link and i never miss it.
*hp,canon spike fadc canon spike/ultra
canon spike/shoryuken/flash kick/… punish:
c mk xx HSA or hp xx canon spike
crossup counter
s mp > cr mp xx HSA
I learned from a really good cammy some air resets with lk/strike/hp:
after reset u can dash over them and hit ur combo from other side,really weird to predict.
After they adapt u can walk and stay on same side.
Thats something i really need to learn to.
He also used alot of lk which is really good/confusing imo.
some other stuff which was really good was use of a second tk canon strike,
after u see the canon strike is blocked.
Crazy how much u can learn from 1 session with a really good cammy player
Despite having recently started Cammy with serious intentions. I should say I picked up on her styling quite a bit in short time. She’s really fun. I haven’t had a hard time doing some of these normal combos suggested here in my hours playing my friends so far. Someone mentioned something along the lines of her flashy combos being worth the effort to learn/try to use in real play. Just where should I start off for these? Like which is the most viable to use and such like that
oh and sry if this has been asked like 100 times already:sweat:
check above for all the info u need:)
start to learn (canon strike)c lk,c lp > c lk HSA and canon strike fadc canon strike.
for punish learn cr hp cr mk HSA like said above.
So this cross-up counter you guys have mentioned, mp > cr mp xx HSA, you have time to get the mp out if you block the cross-up hit and before they do something like crouch jab? Or is it to knock them out of the air before they do the cross-up hit?