Delta Red Basic Training: Moves, attributes, and combos

Being the Cammy player who probably uses hooligan tricks the most often i think it’s my duty to let all the killer bee’s know that i’ve found a new sweet setup…

now we all like to end out bnbs with a HK SA cause it gets 2 hits and more damage than the other 2 versions, but since i love to incorporate hooligan traps into every aspect of my groundgame i did a little research…

if you land a combo’d HK SA you land right in you opponent’s face as the wakeup, the perfect position for crossups or continued pressure… but the only way to land a garunteed hooligan out of this position is to immediately buffer in a LP hooligan when you recover from the SA animation and to immediately perform the grabs during the very small forced standing wakeup window which is quite hard… half the time you sail over cancel too soon, and the other half the recover in time to crouch and jab… now i’m not saying this is at all a good option but it is unexpected and can bring home a W in a clutch situation and i just so happen to be a very hooligan reliant player now onward…

if you sacrifice your combo damage by switching out your HK SA with a LK one you knock the enemy back away and you recover sooner putting more distance between you both and giving you an otimal setup for a HP hooligan trap… i’ve tested it, they standup right into it, and even better than previous Hooligan traps alot of reversals will whiff due to the strange positioning, adamant DPs like Ryu’s will still snuff it out, but more leniant ones like Akuma’s DP, Boxer’s headbutt, or Fuerte’s DP grab will completely whiff to the other side of Cammy giving you a great chance to punish from behind given that you’ve canceled out of the flip soon enough

so in conclusion:
-BnBs ending with an HK SA can lead to a LP hooligan reset trap, the timing is hard and the risk is high but it’s still worth knowing:
TKCS>cl.MP>s.LP>s.LP>HK SA~LP hooligan = DP-able reset

-Sacrificing damage by swapping in a LK SA leads to a predominantly more safe and useful HP hooligan reset
LK low crossup> cl.MP>c.LK> LK (instead of HK) SA> HP hooligan = almost similar to FA crumple hooligan reset

it’s all about positioning like Akuma’s sweeping instead on closing out a combo… Cammy like her opponent’s close by and waking up as often as possible… landing a clean hooligan does that… i think i’m gonna make a video or atleast a transcript for all the hooligan tricks i know for the OP…

Was trying the sako standard combo on every to char to see on who it is required a jump in attack-CStrike and on who it doesnt.
The list of those that it is not required to CStrike-Jump in attack:

  1. Chun Li
  2. FeiLong
  3. Honda
  4. Bison(Dictator)
  5. Cammy
  6. Blanka

Is odd with Gouki cause sometimes it works sometimes it doesnt and i wonder why does this happen

Now for the Sako combo alternative,listed as above:

  1. Abel
  2. Dudley
  3. Zangief
  4. Cody

Cl.MP,Cr.HP,Cr.HK on those that works with both Jump In Attack-CStrike and without it

  1. Chun Li
  2. Bison(Dictator)

Cl.MP,Cr.HP,Cr.HK on those that works only when u landed Jump In Attack-CStrike

  1. Gouki
  2. FeiLong
  3. Honda
  4. Blanka
  5. Rufus

Also if try to do this combo on Blanka while u havent landed a Jump In Attack-CStrike it sometimes works and some other it doesnt,its due to its weird hitbox?idk anywayz

I am confident that everything its correct since i tryed those combos many times on all 35 chars,just in case any1 finds something wrong correct me

Sako combo is also dependant on whether or not your opponent is standing or if he’s crouching.

For example, Sako combo works on a standing Ryu (w/ preemptive Cstrike) but not if he’s crouching.

sako?

http://shoryuken.com/f278/safe-jump-backthrow-tutorial-256952/#post9807587

Nice! Thank you Alioune Sensei. :china:

In my last-days I have been trying that combo: Start in TKCS, cr.hp xx stand far.mp xx SA

Almost 300 damage same as Sako combo and this one can be doing against all characters…

Sako combo may have 40 more stun damage, but, I think this is better to confirm.

I want to know your opinions about it!

Sako combo does 320 dmg/520 stun.
Yours makes 304 dmg/506 stun.

It’s up to you to decide if you want those 16 additional dmg or not.

There’s more to the damage/stun points in a combo. The Sako combo leaves you further away from your opponent than the stand MP combo.

Against characters like Akuma, Ryu, Ken, Honda and even Bison I’d go for the far MP combo. There’s a few ambiguous dive kicks on honda, ken and ryu.

Thanx Kouryuu u are right.The list above was with dummy to standing position.I did again all of them having dummy to crouching position.

List of sako standard combo that hits crouching opponents starting with a Jump In Attack-CStrike(Deep):

  1. Gouki
  2. Chun Li
  3. FeiLong
  4. Viper
  5. Honda
  6. Bison(Dictator)
  7. Blanka
  8. El Fuerte(finish with xxSA(HK) )
  9. Vega (Claw) (Finish with xx SA(MK) )
  10. Sakura (finish with xxSA(MK) )

List of sako standard combo that hits crouching opponents without a Jump In Attack-CStrike(Deep):

  1. Gouki
  2. Chun Li
  3. FeiLong
  4. Viper
  5. Honda
  6. Bison(Dictator)
  7. Sakura(finish with xxSA(MK) )

List of sako alternative combo that hits crouching opponents starting with a Jump In Attack-CStrike(Deep):

  1. Abel
  2. Dudley
  3. Zangief
  4. Cody
  5. El Fuerte (finish with SA(HK) )
  6. Vega(Claw) (finish with SA(HK) )

List of sako alternative combo that hits crouching opponents without a Jump In Attack-CStrike(Deep):

  1. Abel
  2. Cody

List of crouching opponents that Cl.MP,Cr.HP,Cr.HK that works with both Jump In Attack-CStrike(Deep) and without it:

  1. Chun Li
  2. Bison(Dictator)
  3. Gouki

List of crouching opponents that Cl.MP,Cr.HP,Cr.HK that works starting with Jump In Attack-CStrike(Deep) only:

  1. Chun Li
  2. Bison(Dictator)
  3. Gouki
  4. Honda
  5. Blanka
  6. Cody
  7. Vega(Claw)
  8. Sakura

List of crouching opponents that Cl.MP,Cl,MP,Cr.MK xxSA(HK) works with a Jump In Attack-CStrike(Deep) only:
(as here before the FADC [media=youtube]vvvO38xPEVA[/media] )

  1. Vega(Claw)
  2. El Fuerte
  3. Sakura
  4. Cody
  5. Dudley

EDIT: 21/11/10

Incidentally, the Sako combo will work if you land a jump-forward strong at the right range. Has the same effect as the tkcs for landing close in during recoil animation. counter-hit strong fadc strong also works i believe.

Edit: ignore me, seems jumping fierce works just as well.

Not sure if this has been addressed already but I was wondering if someone could help me work out a link I accidentally hit (But am claiming for myself before Sako gets to it). The link was a stand jab into cr forward, I have the replay saved if anyone on PSN wants to take a look and help me understand what happened, I don’t have recording stuff to post it though…

Your far lp hit at the 3rd active frame or it was a counter hit most likely.

I might have hit it meaty but it definitely wasn’t a counterhit. He blocked the cr short and first cr jab, the far st jab connected and I was just going for a block string so I threw out the cr forward, and it linked. So does that mean far st jab links into cr forward on counterhit as well?

I wouldn’t think counter hit adds that many frames to far stand jab. As soon as I find my copy of super for ps3 I’ll take a look.

Amazing post Gognito. Should be on the OP imo. Thanks for putting in the time for all that information.

@ Airamae

Jabs/shorts only give one extra frame when you land a CH. So if you catch a CH with st.lp on the first active frame of the attack, you wont be able to link it into cr.mk. However, if you land a CH on the second (or third) active frame of the attack, you will be able to link it into cr.mk (strict timing).

But in the general sense, CH st.lp wont link into cr.mk.

I can upload your match if you want, I just sent an friend request.

Here it is:

[media=youtube]hBQU-XxvbsY[/media]

Seems to be on the 3rd active frame.

Soo after talking to DBC about it I think we came to the conclusion that it was just awkwardly timed… the Ryu player stood up just as the jab connected, and from what I can make out his hitbox hadn’t switched from crouching to standing but the animation did.

hm… the Airamae link… i like the sound of that… i can’t say what happened cuz i don’t know frames and whatnot… but i can say that if you were to come up with a setup that lead into it that could be pretty godly…