Don’t focus on the damage. Focus on what that combo gives you: a safe way to escape from situations without committing yourself to a DP and extra damage if you hit them (since the second DP is free). And I still use it as anti-air as well. 200 damage is still better than 100 damage. That’s still 1/5th of the life of your average opponent.
Basically, what it does is shuts down your opponent’s game in a lot of ways. Since her DP beats out a lot of things, like Crouching Jabs and over-aggressive opponents, it’s still the best tool to stop those types of things. When you are certain to land an anti-air, sometimes you may wanna save the meter if you only have two bars. But if you have a full meter or a near full meter, I’d say go for it. Like I said, an extra 100 is great. Yes, it used to be more in the previous version, but that doesn’t mean it’s worthless now.
However, whenever you see someone leave themselves open (baited a DP or something), never use DP for punishing anymore. ALL your punishing Combos should end in Roundhouse Cannon Drill. Before, I would use Fierce DP FADC DP as a punish combo, that is not definitely not worth it. Just land the Drill Combo and keep your momentum going.
No, you don’t have to let go of down. That wouldn’t work actually, you have to hold down. The key is getting the timing between the jab and shorts down tight. There’s a rhythm to it. If it’s too slow, it’s not a true jab string and you can get hit out of it. If it’s too fast, the Spiral Arrow won’t come out. I play on pad too, 360 controller actually. I hold down on the joystick for the short, jab, short and then roll the stick QCF while I’m hitting the last crouching short and pull the right trigger for the Spiral Arrow. I hope that helps.
The term “flowchart” is used to represent your typical or average ‘pick-up-the-game-and-exploit-the-most-basic-moves-of-a-specific-character’ player. It identifies that a person really does not know how to really play the character, but rather they have seen what moves can be used, exploited, abused, and down-right annoying to their opponent, so they only utilize those methods instead of learning more about their character. In short, a flowchart character is a predictable player: what you would expect your average person to play like.
thats bcuz you cant cancel mk SA due to it only having 1 hit
hk SA can cancel the first hit into super since it has another hit after it, but you cant link them this way doing mk SA.
at times (usually when im being well played by a competent opponent) I resort to some pretty mindless flowchart tactics and hope for the best. By no means do I condone flowchart play, but sometimes its a force of habit that I personally try hard to resist resorting to. One thing I’ll say about trying to break out of the habit with Cammy: Learn Hooligan setups and TKCS well. You can hardly be accused of being a flowchart Cammy if you mix up your fighting with different combos/setups/patterns
i did something similar the other day… and it did hit multiples on Hakan…
my setup was (corner):
mk arrow (hit), meaty HK SA on his quick get up, (for some reason i couldnt followup with juggle CS in the past (probably because of lag) against Hakan when i meaty hk sa… i had full bars so i went for super), it did hit multiple times (Gyro Drive Smasher fashion) …
so again:
any setup that gives you an opportunity for meaty HK SA:
forward throw
spin knuckle
mk/lk sa
followup with Super if he’s close to the comer… otherwise Cannon Spike (FADC here too if you want)
When doing the c. lk, c.lp, c. lk xx SA, does it matter which version of SA I use? I know that using EX in that combo is sorta stupid, but what about light or medium version?
I mean . . . well . . . thing is, I can link the kick into a spiral arrow, and it’ll combo, but will it matter in the long run? I have trouble going from the light kick to the roundhouse button fast enough for the roundhouse to come out . . . and if I fail, I get the light version instead.
I ask because I have a slight physical handicap that makes this combo more difficult than it should be. I’m sorta worried that this is gonna hinder my progress.
The difference in damage between round house and forward spiral arrow is… 20 damage? I don’t think it’s so much a big deal BUT, there are some mix up opportunities if you land lk spiral arrow. I think you can do MP or LP hooligan after the LK arrow, I remember it grabbing ryu’s DP in vanilla. I don’t know if that’s the case in super though.
edit:
One thing you won’t be able to do using MK or LK drill is linking the whole combo to super. generally speaking it’s kind of dumb anyway, but if you need that extra 150 damage to end a match… it has it’s useful moments.
Not being able to do certain things on my old setup was what convinced me to get my current stick. That was the one thing I could never do on the ground, so I tried to make up for it by doing jump-ins and getting killed.
Hey for all the people that play on both xbox live and psn which do you prefer? Do you feel like there is a difference in the general playing style of people on either of the two?
I play a lot more turtles on PS3, more rushdown on XBL. IMO XBL is a better experience overall, PSN teaches you patience… and to not rage when things lag.