Delta Red Basic Training: Moves, attributes, and combos

Neutral jump :hp:?

Where can I find some useful OS’s and safejumps for Cammy? Can’t seem to find any kind of information regarding this in the threads. Is there some sort of compiled list somewhere?

If you go a few pages back i think someone already asked that and we answered it. If not i’ll repost what i said before if you can’t find it.

Didn’t really see anything on safe jumps and OS’s except the link to googledocs Sycho posted but that wasn’t exactly what I was looking for. Please repost.

Jump in option select into ultra 1:

Jump in, buffer :qcf: x2 :lk: :mk: :hk: when almost landing hit cr. :hp:

If they don’t backdash you’ll have the jump in :hk:. If they backdash ultra gets them. And also if they don’t backdash you have a cr.:hp:, cr.:mk: xx spiral arrow combo as a backup.

Lolaff mentioned this one “The one Orochi mentioned, and you also have cr.jab chain .cr.lk/ultra OS, which works like this:”

:lp: :qcf: :qcf: :df::lk::mk::hk:

For regular option selects

You can do a safe jump in :hk: and cr.:hp: buffer spiral arrow for teleporters and backdashers similar to the ultra one but without the ultra.

And for some trickiness you can option select after a whiffed cannon strike either a spiral arrow or cannon spike

…hmmm… Also in regards to cannon strikes you could buffer ultra followed immediately by a cr.:lk:. It’s super tricky but it works in super…and i am unsure if it works in AE.

I’m trying these option selects but they’re just not working for me. Is it because I play on pad? Also how can I test to see if they work in training mode?

has nothing to do with pad. pad players can OS as good as stick players.

what are you trying to OS?

choose Honda and record cammy, ok lets take this simple one vs Honda beats all his wakeup options:

  • backthrow, walk back about 2 steps, jump hp (it should hit down below his mid section), during the block/hit animation you should perform spike motion+hk.

now play back. see the result on hit. jump hp should hit. spike shouldnt come out. if you backdash. spike will come out and hit honda. if you ex headbutt spike should come out and beat it. if you ex buttslam spike should comeout and whiff both of you fly away from each other. if you block. spike wont come out and you can resume block string.

Oh, sick! This is fortuitous as I had a Honda wreck me last time I played. I will definitely go into the lab with this and let you know the results - thank you!

OK…so when I try the above, jump HP is comboing into hkCS on hit…no matter what I do.

You just need to do it faster, so that the OS part doesn’t come out if your jump in normal connects. An easy way to learn the general timing for jump in OS is to pretend that you’re doing it as a cancel. So try doing j.hk xx HK Cannon Spike, just as you would do a close hp xx HK Cannon Spike. If you do it with that same timing, and tap the button (don’t hold it for very long, you don’t want accidental negative edge) then you shouldn’t have too much trouble with getting the CS out only on j.hk whiff.

Bump for new combo list to be used for AE 2012 Cammy, see 4th tab:

Today’s list is easymode combos to 2-hit hk arrow knockdown:
Close hp, crouch mp
Crouch lp, close mp, crouch mp

The listing for gief is wrong. Sako with far mp as last normal works on him. works on jumpin, standing, and crouching from excs

I believe optimal damage on crouching ryu/shotos after extkcs is sthp, crmp, crmk xx mkSA
have only tested on ryu so far

This list is not optimal at all , ill make a new one (have it already but in french) and maybe some vids for the whole cast soon.
Ryu,Ken,Gouken,Evil Ryu, for example look like this :

Standing:cl hp > far hp > spiral hk 261
from a jump in :jump hp > cl mp > cr hp > cr mk > spiral mk 348
crouching:cl hp > cr mp > cr mk > spiral mk 272 / cr mp > cr mp > cr mk > spiral mk 252
from a jump in (crouching):jump hp > cl hp > cr mp > cr mk > spiral mk 343 / jump hp > cr mp > cr mp > cr mk > spiral mk 323

welcome back Alioune:china:,

the good thing about cl hp > cr mp > cr mk > spiral damage is almost equivalent to clmp, cr.hp, cr.mk, mk sa.

and if you drop the link (cr.mp into cr.mk) cr.mk would whiff and arrow wont come out, if they remain blocking (general on characters like ryu, ken… etc). (only thing to worry about is being punished for whiffing the crouch mk.)

If you finish it with EX SA, it does more damage than Sako combo unless you can get 2 hits off it.
Now I use this combo as my main punish for crouch tech`ers. Whooping 359 damage off EXTK. Thx for sharing Alioune!

ex arrow hits twice on blanka. do you know who else … too lazy to test it on the rest :confused:

the cr.mp, cr.mk part is one frame right?

yes! :sweat:

Thanks for the updates guys, I added in the Gief combo (two 1F links instead of one 2F link for 6 extra points of damage!) and cl.hp/cl.mp, cr.mp, cr.mk combos, which ended up changing the optimal combos for 7 more characters. Double fierce 2-hit arrow combos are still the most optimal combos to use, multiple medium combos don’t hold up except for Sako combo, which has a high damage medium and high damage fierce in it which puts it up there with the double fierces in terms of damage output.


Optimal changes are highlighed in yellow, fourth tab is greatly expanded