cr.:mp: has 1f more startup than cr.:mk:.
cl.st.:mp: is the one with the short startup.
Heh that’s all too true, why the hell use the “flashy” method of doing c.:mk: c.:mk: that is about to not hit most likley? Instead we have c.:mp: c:mk: as a combo which is like easy to accomplish even without meaty startup…I really don’t see a reason to chain 2 c.:mk: in a match.
My head looks like the moon right now with all of the mistakes I’ve posted today!!!
I just looked at the frame data and you’re absolutely right. I’m still right about the recovery though! (I’m gonna hold on to that with an iron fist grip!!!)
That’s why cr.:mp:, cr.:mk: is one of her most useful links. Cr.:mp: has great recovery time (5 frames) and cr.:mk: has great startup time (4 frames).
Ok…I think I got that right.
FreshOJ, it’s always a good thing to check your information :wonder:
Nobody likes taking in the wrong information :looney:
Difficult? Shouldn’t it just be practiced until it becomes textbook? I’m asking that disregarding usefulness of course.
:encore:
Everyone makes mistakes every now and again. Even T.Akiba’s framedata is way off in places.
e.g. Cammy:
[list][]Super is just plain wrong. Its 2f startup not 4f (not including freeze) and the hit durations are way off.
[]Both standing HKs are wrong. They each have 2 hitting sprites (not 1), the first ones of which are both incorrectly added to the startup.
[]Crouch LK is 3-4-5 not 3-6-3.
[]A few minor things I’m probably forgetting about.[/list]
Also sure you can practice it a lot, but even then the timing is pretty strict and easy to screw up, and no matter how reliably you can pull it off it’s still entirely worthless against Honda, Blanka, Zangief, Guile, Dhalsim, Hawk, Fei, Cammy and DeeJay (ground meaties are suicide against Honda, and crouch MP hits low against the others).
word!!?!?
I think a move is regarded as hitting low when the bottom half of the attack box doesn’t touch the opponent’s mid hitbox. That is unless the move is explicitly programmed to never hit low (i.e. most specials).
Some characters have lower mid hitboxes than others, hence the behaviour of Cammy’s cr.:mp:/:lp:.
Also, several characters have a low hitbox that sticks out in front a little bit during their blocking animation. which allows you to hit them low with really weird shit from the right range. As an example, try cr.:mp: x2 against a stand-blocking Chun. The first one will be blocked but the second one will hit her low.
For some really weird shit, try cl.st.:mp: st.:hp: against a stand-blocking Hawk. From the right range, the st.:hp: will hit him low.
I read through over half of the forum before finally deciding to ask, but I have been working on my cammy for a while now and found what seems to be an alright combo/mind game. :uf::mp:, :d::lp:, :d::mp: (then this is where I mix things up randomly, I haven’t tried any drill or spikes from it yet so i can’t confirm anything with those.)
option 1: repeat. If the opponent isn’t trying to get away at this point this can cross up depending on when :mp: is hit
option 2: :lp:hooligan to slide
option 3 :lp:hooligan to frankensteiner (i probably use this to much when the opponent blocks any part of it.
option 4: this is confirmed but from reading it should work. :uf::mp:, :d::lp:, :d::lk:, :hk:.arrow
I assume there are a lot of flaws to this because quite frankly when I find something in seems to be terrible.
It would be nice to play against some other cammy’s to see how else she can be played. I’ll be on constantly until sf4 and probably past that since my roommate is buying it and not me.
^^
cr.:lp:, cr:mp: is a great link for sure. In fact, any link to any :mp: or cr.:mk: is an excellent link because those are attacks that, on hit or block, allow her to recover before her opponent.
However, if I were you, I’d search back through the thread and look for posts from jchensor, syxx, and MiloDC (and I’m sure there are a couple other people that I can’t remember right now) on mixing up your options. I think you have some good options listed, but one basic one that I’d add is…walk up and throw. They listed some awfully devious ways of mixing it up, too. The more you mix it up, the more often you’ll win with Cammy. It’s an absolute necessity for her.
By the way…for option 4, you’re better off trying to combo the :hk: Cannon Drill off of a :mp: or :mk: if you can. More hit stun to work with. Put the word ‘combo’ in a search, too. You’ll find a lot of the combos that have already been typed.
Oh…final point, since all jumping attacks that hit stun for the same amount of time, if you’re hitting from the front, you’re better off jumping in with a hard attack (and both jumping :hp: and :hk: are pretty good) and doing more damage…but the exception to that rule is if you know your jumping :mp: is going to beat whatever anti-air attack your opponent is going to try.
Don’t forget to play around with cl.:hp:!
is c.mp to c.mk a 4 frame link?
not sure, but it’s way easy
This. Just push buttons son! You can count out one-two I if you really want to though. I used to do that when I was learning Rose links in A2:rofl:
What they said. But if you really want to know…
calculate
4 frames.
5 frames if cr.MP is the very first hit in the combo.
5-8 frames for a meaty cr.MP.
With a few silly exceptions, :lp: and :lk: do not combo. Don’t throw anything unsafe afterwards because the opponent may just block and punish.
‘Option 4’ is complete suicide. The :d::lp: won’t combo into :d::lk:, and that won’t combo into drill. All the opponent has to do is block for a free combo.
:lp: hooligan is slow and crap. Use :hp: or :mp:.
Only time I’ve found LP hooligan really effective offensively is upon the opponent’s wake-up. I generally put out a cr. lk or 2 to get them to start blocking low and then throw out the LP hooligan for a free throw
Even then, MP is still better.
LP version goes higher, and thus takes longer to get low enough to actually grab them.
Are you sure that’s true? Don’t her crouching light attacks rapid-fire chain? Even then, while it’s not something I’d advise or rely upon, her cr.:lp:s can link (without rapid-fire chaining) to any weak attack.
That said, if he really wants to use light attacks, he’s better off doing either 2 cr.:lp:s or 2 cr.:lk:s. However, the Roundhouse Cannon Drill will only combo off of one light attack done at point-blank range. It’s the only time the Roundhouse Cannon Drill will hit twice in a combo.
But…would I use light attacks in a block string? No…unless I really needed to use something different. Her medium attacks are too good for ticking, linking, comboing, and setting up Hooligan Combo throws.
Now that’s the triple truth, Ruth! :lp: Hooligan hits people that decided to take a nap in the middle of a match and are still in REM sleep.
You can’t rapid-fire cancel a punch into a kick, and vice versa.
Pretty much the only practical way to combo off light attacks (aside from mashing them until they go out of range) is to renda-cancel into Spike or Super. Some links are possible (e.g. st.:lp: st.:mp:) but they suck and aren’t practical at all.
Generally I stick to :mp: unless I’m pretty sure that the opponent is going to block, in which case I could throw pretty much anything that sets up a grab, light attacks included.
Any tips for reversing Gief’s tick throws? I get owned by them every single time it seems unless I can keep him far enough away to avoid the situation entirely.
Following the reversal special move or reversal throw train of thought, it’ll be all about that reversal Thrust Kick if he’s in range for that. (If he’s not in range for a reversal :hk: Thrust Kick, a reversal :lk: Thrust Kick will at least avoid the throw temporarily. Will Zangief recover from the whiffed grab animation in time? Good question.)
Other than that you can only hope that any of her other special moves, when done in the reversal window, can’t be thrown after the first frame. The Spin Knuckle and Hooligan Combo are the only two moves that look like they have a chance of being unthrowable or airborne in the first few frames. Cannon Drill starts out just like a far standing :hk:, so he’ll easily snatch you out of that.