new corner spike combo against standing vega
crlp, crhp, crmp xx lkSA, hkCS
also if cammy is cornered and you crossup lk on vega you can do
crlp, crlp, crmp, crmk xx lkSA, hkCS
vids and damage values to follow soon
new corner spike combo against standing vega
crlp, crhp, crmp xx lkSA, hkCS
also if cammy is cornered and you crossup lk on vega you can do
crlp, crlp, crmp, crmk xx lkSA, hkCS
vids and damage values to follow soon
i spam spiral arrows and i have high bp. lol. i think im top 10 cammy… or well. i had another drunken session so i lost a lot of pp and bp again… probably at 3700pp and around 12000bp. dont watch me. you wont learn much. lol
With the discovery of the glitched :lp: stuff and the remedy {st.:lp:} i went into the lab to find some setups. These may not be new for all you but i sure as hell liked finding them :lol:
Hooligan Setup:
Crouch :lp:, Standing :lp:, Crouch :mk: xx :hk: spiral > :hp: hooligan > :lp: + :lk: fatal leg twister/crossed scissors or cancel
If done right you will stay right in front of the falling foe (non crossup) and if they quick stand they get F.L.T. On wake up. if they don’t, then you have a crossup.
I think i remember alioune doing something like this back in super…
I appologize if this is already known!
Holligan Traps:
If you do a hooligan as your oppenent is standing, you can throw them on their wakeup frame. However, they can still escape it by holding downback, or hitting you out of the hooligan. DON’T spam these. They are pretty easy to punish so just try catching them of guard once or twice.
Nice find Richie!
Some more setups:
Cannon Spike- :hp:Hooligan
Forward throw- :mp:Hooligan
Untechable Knockdown ( :lp:, cr:hk:)- :lp:Hooligan
Exactly. This goes without saying with all hooligan traps. Don’t spam them!
[media=youtube]Se6V7kUNxp0[/media]
278/495
crlp, crhp, crmp xx lkSA, hkCS
I knew this was possible some how…
Since I’m brandy new to cammy expect a flood of questions in the next few days. Sorry and thanks in advance!
Question here; how can the same combo be listed as 2F for some characters and 1F for others? I’ve never heard of this before.
Edit, also why are there no close HP cr.mp or cr.mk xx combos as beginner bnbs? they seem to work fine?
I don’t usually mess around with frame data but if I had to guess I’d say it has to do with opponent hit boxes.
The combos you listed are fine. If you can pull them off regularly you should. I like to use those ones plenty.
Yup, hitboxes for the first Q. As for close hp cr.mp, that’s character specific much like the cr.hp far hp stuff. A list will be made one day I’m sure.
Close hp cr.mk is mainly used after a frame trap CH and it’s a huge 4F link that works on everyone. Usually not worth doing close mp/hp to cr.mk otherwise, because you can generally end in far fierce xx 2 hit hk arrow with the same timing. Like most everything else of Cammy’s, this depends on character though.
Justin has a super fancy combo against a cornered Balrog that’s mad hard to do, but also super fun:
Focus Crumple, EX TKCS, c.LP, c.HP, s.LP, c.MK xx Short Drill, Cannon Spike FADC into Ultra.
You actually have to walk a frame after the c.HP in order to be close enough for the c.MK to connect. It’s a Training Mode-only / Style Combo, but if you ever pull it off in a match, you can feel like Sako.
Hm. I think i will give it a try. I’m always for hard combos! Thanks james-san!
on bison after crouch lp crouch hp stand lp hits meaty. you can link sweep.
This works on Blanka too, but needs to be started with a super deep jump in.
So before I get into the character specific combos, I was going to master the crouch HP, Cr. MK XX HK arrow… It seems like the chart still holds and it works on most characters except juri. (Tested a handful not all). I tested both point blank and HP jump in.
However the chart from Super (Delta Red Basic Training: Moves, attributes, and combos) shows some characters where the HK arrow hits twice. After testing it seems to only hit once on all characters. Does anyone know if this is accurate?
Remember that HK Arrows hitboxes were nerfed in AE, that chart should be okay to use once AE2012 is patched in.
Oh really, I didnt see that listed in the changes. thanks.
Stick with :mk: or EX.
UNLESS!!!
Unless you want to cross up someone by going under them, as the current properties of the :hk: spiral arrow (depending on distance) will either hit twice and go under OR hit once and go under. AND sometimes it won’t go under.
-_-;
tis good against charge characters…
Example:
c.:lp:, s.:hp: xx :hk:spiral arrow
Yeah I noticed I had a couple instances where I hit someone with a HK SA and I went under them, It may have been when I knocked them out of the air but I can’t remember. Anyway then recovered fast and it seemed like they were able to punish me even though I hit them… Cannot confirm 100% though I was like wtf.
Regular 2 hit HK arrow is not useless, you can ambiguous cannon strike after.