Delta Red Basic Training: Moves, attributes, and combos

Don’t you know Umeshoryu and Umetatsu? Daigo doesn’t even need to do a combo to have a move name.

HOHOHO LET’S CALL DIVE KICKS SAKO STRIKES.

great idea data >_>

why there is nothing name after mago’s Fei Long? Mago was doing some crazy 40%+ combo on godsgraden too.
Umeshoryu was like way back in the SF2 days.

In today’s obscure character specific combo news, here’s a list of characters that FA, backdash, HP Hooligan works against:

These are the characters you can do it off a lvl 1 CH/lvl 2 focus, and thus it’s actually practical to land:
**Ryu, Ken, Ibuki, Dudley, Gouken, Akuma, Gen, Abel, Bison, Sagat, Guy, Hakan, Blanka, Gief, Rufus, Balrog, Fei, Hawk, Adon
**
These characters require a lvl 2 CH/lvl 3 focus, so it would likely just be something for the lulz off a stun or something:
Honda, Makoto, Seth, Sakura, Juri, Viper, Dee Jay, Cody, Guile, Fuerte, Vega, Rose

And these characters it will not work on at all:
**Dan, Sim, Cammy
**
This is the most damage you can do without Super/Ultra off a FA backdash (excluding SBF > CS link in corner maybe) and is an untechable knockdown. And mostly, it just looks pretty damn cool.

LOL

HAHAHAHAHAHAHAHAHAHAHAHA!!!

Gotta love the Cammy boards.

I guess this mixup will die in AE, but right now you can do a mixup game after crumple focus backdash. If you dash up TKCS and dash forward, you show up on the front side as usual. If you delayed TKCS and dash forward you can dash under the opponent.

^ that’s a new trick i’ve been using lately it’ll suck when it dies in AE… and I didn’t know that FA crumple> backdash> HP hooligan slam was character specific… good to know… you can also simply wait for the reset window of the crumple, y’know where the pop into the air instead of taking a combo, and hit them with a cancellable normal then cancel into HP hooligan and get a nice reset… but that’s only garunteed on characters without good DPs… gotta love my trademark hooligan tricks

fyi: i call sweet Viper juggles ‘Wolfkrone combos’ and anytime a Honda is playing offensive mixup style instead of wait-n-see turtle style i call it ‘Mike Rossin’’ … and admittedly if i ever land a FA full crumple i usually tell my opponent straight up (with some excitement in my voice) that it’s ‘Sako’ time

Thats funny. I usually spell out Sako when Im fuckin wit kids…
cl.mp = S
c.hp = A
c.mk = K
SA = Ohhhh!

Hello fellow Cammy mainers,

I have yet to find a solid compilation of Cammy’s best block strings like the excellent combo compilation being updated by the OP.

I have transcribed the following block strings from DJB13’s Cammy tutorial vids, but I am not sure if they are still viable / a good idea in SSFIV as the videos were made for Vanilla.

cr. lk —> cr. lp —> cr. lk —> cr. mk
cr. lk —> cr. lp —> cr. lk —> far st. mk
cr. lk —> cr. lp —> cr. lk —> far st. hk
cr. lk —> cl. st. lk (walk slightly forward) cl.st. lk —> cr. lp —> cr. lk —> far st. mk

So again: are these still good block strings? What are some more / better ones?

Thanks for taking the time to read and hopefully answer!

block string #1 3-frame DP interruptible between cr.lp to cr.lk and 5-frame DP interruptible between cr.lk to cr.mk

block string #2 3-frame DP interruptible between cr.lp to cr.lk and 5-frame DP interruptible between cr.lk to far. st.mk

block string #3 3-frame DP interruptible between cr.lp to cr.lk and 5-frame DP interruptible between cr.lk to far st.hk

block string #4 too many places can be DP’ed after 2nd hit…

Due to SF4/SSF4 engine in combination of Cammy’s normals, the only air tight block strings against 3 frame DP are whenever you cancel the first light attack into a second attack with 3~4 frame max startup, any subsequent normals (including lights) after the first 2 “blocked” hits can be interrupted by a 3-frame DP…

This is why Cammy’s normals suck compared to many other top tier characters because many of their normals have sufficient frame advantage on block to make longer block strings air tight to 3 frame DPs… (and this is one area the AE will supposedly make Cammy’s normals “slightly” better by giving her “slightly” more frame advantage on block, therefore longer, tighter block strings)…

Here are some 2 hit block strings:

cr.lp->close st.mp (+2 @ this point, good for frame trap counter hit setup against slow normals)
cr.lp->close st.hp (-3 on block, can be traded against a 3 frame dp)

When mashing reversals in blockstrings, startup doesn’t matter. TU and Cspike will come out as long as you’re not in blockstun (invincibility frames yayay)

Also if you cancel the lk and lp’s, you shouldn’t be able to mash through.

Yeah all Cammy’s lights are chainable (except far st. lk, coincidentally the only one with good frame advantage). Those sequences aren’t block strings, but frametraps, though really shitty ones since c. lk is -1 on block. Probably the best thing to do right now is a (all far) st. lp or st. lk into st. mp or cr. mp at the end of a blockstring. Far. st. lk is better framewise, but is probably going to whiff on most characters, so yeah. If you go into cr. mp a lot of characters DP’s will whiff if you’ve pushed them out with 3 lights into that, so that’s a decent setup.

Or the close frametraps faux mentioned obvs, which are also combo-able on hit.

Also speaking of lk’s, I found out you can do c. lk, lk > cr. mp xx hk sa on a crouching balrog… sometimes. Ummm yeah, because of his funny reel animation, it’s possible to chain into a meaty close st. lk and then link into cr. mp (maybe works with other lights too?). It’s not really reliable or anything, but it made me double take when I saw it combo’ed when I was trying to do cr. lk, far lk > cr. mp for fun.

Is there a list of characters that the combo cr.lp, cr.lk, st.lp, st.lp xx Spiral Arrow works on? i didn’t even see this combo listed in OP2

i’ve been having a splendid time abusing TK strikes lately… ooooooooh and the crossup combos… fantastic… i landed like 8 crossup>cl.MP>c.LK>SAs in a row… i would land it and then hop over to the other side and repeat it… pure gold… i had cats afraid to tech wakeup… which puts cammy in a weird position but hey it was sweet… anyway the point is be sure to put down the crossup combos cause they are soooooooo button in the top right

Realistically it’s redundant to list Cammy’s light combos as “character specific” or anything. Almost all 6 of her light attacks can be linked or chained together in some way, other than cr. lk which has to end a combo or be chained from and far lk being 4 frame startup and having a mostly crappy hitbox. You can do virtually any combination of them and if it works or not is mostly dependent on the character hitbox AND her spacing from when she started the combo. General rule is to use far lp’s on characters with high hitboxes (Balrog, Abel, Guile etc) and something endling in cr. lk on most anyone else.

Also cr. lk, lk, far lk > far lk xx SA is like the funniest combo ever, works great on Abel’s big dumb hitbox.

what is the trick/timing for cannon strike regular or ex into ultra 1? and is its practical/bnb for landing ultra, besides fadc or cannon spike fadcb.

well, the regular strike into ultra is a 1 frame link unless i’m mistaken. the ex strike into ultra is very practical, just bait the throw and do a instant ex strike then mash ultra and your golden.

It might be a one framer, but it’s nowhere near as hard as normal one frame links. Still not very practical, you’ll get more occasions to land it with fadc, FA, ex strike or punish…
The other setup is to do cr.hp meaty on wakeup, if you get the counterhit, you can ultra.

c.hp or j.hk or nj.hp have to land CH to conect ultra? and what was the big bnb into cannon drill that u can fadc 2x for stun? or after cannon strike regular or ex. if i find c.hp,c.mk, cs boring? lol

j.hk/hp and nj.hp can land into ultra normally, but you have to land them very late, which will basically never happen against a decent opponent. It’s good to add some more damage when your opponent is stunned though.

AFAIK, fadc spinal arrow is marginally useful at best, and hard enough to not be worth it for most people, no matter how boring you find her combos and their character specific variations.