So does anyone else feel that cr. hp -> cr. mk xx hk SA isn’t nearly as worth it now? Maybe it’s just coz’ I’m a scrub that drops his links all the time, but I just stick with cl. hp xx hk SA off punish/EX CS now. The difference is only like 25-30 damage, it’s easier to hit off the CS with cl. hp’s startup, and there’s no risk of missing a link or worrying about having it whiff on certain characters or only getting the partial hk SA.
lol I screw up cl HP -> spiral arrow more than that cr. HP cr. MK -> spiral arrow combo. It’s still good for tkcs pressure.
I used to do that too, but I swear they messed with the DP input priorities or something now, because I get it really easily in Super.
I like cl.st.hp->HK SA and usually when I screwed it up, it ended up being cr.hp, then I can follow up with the cr.mk->SA instead… LOL, back up plan for failed execution…
Question on cl.st.hp, are you guys hit confirming this or not? I do :qcf: :hp: :hk: holding down :hk:… so for me it’s all or nothing (unless I have 2 bars, then I may FADC it out, but I usually just let it go…).
Man, today my execution was fucking ON! I played a bunch of ranked and endless battles and was nailing her BnB’s. I was never able to hit cr. short, cr. jab, cr. short to SA on a consistent basis. I’m always trying it but my timing is usually off so either the SA doesn’t come out or I’m too slow and get punished or it gets blocked. Today though, holy shit. It was so nice to start hitting them. I was also hitting her cr. Fierce, cr, forward to SA. That surprised the shit out of me because I can never hit that.
I’ve also noticed how much Cammy’s cross up has opened up my mix up game. It’s insane. In Vanilla SF I played 95% Cammy so I never messed around with cross ups at all because her’s was tough to do and I never really played with anyone else. In Super though and I’m fucking killing it! I don’t use it often on wake up because that seems very predictable but once in a while I’ll throw it in just to get the player to think I’m going to do it next time. I’ll set up for a cross up on wake up but then I’ll hit the Cannon Strike instead and hit them up front. That shit was working.
Also, I gotta thank Faux. I’ve been watching his videos for a while now and they’ve helped me out a ton. I realized that you hardly get your meter to full and it’s because you use EX Strike a lot. I now realize how important that move is. First of all, it’s hitting a lot more than regular strikes. Second, I have more time to combo when I EX strike basically from any height. I’m also doing DP’s on their wake up which has a pretty damn high hit rate. I’m also interrupting my own BnB to throw. Mixing it up by throwing after one hit or 2.
With all these tied together I feel like my rush down can be pretty fucking brutal at times. My major weakness is still Focus Attacks though. I guess I gotta stop jumping in so much.
I hit confirm the close standing HP. I’ll do the HP then qcf Kick. My problem is I’ll press HP too soon after a tkcs and I’ll end up doing tkcs -> spiral arrow and then I eat an ultra
Have you guys tried: cross up short, close standing HP -> spiral arrow yet? SO COOL!
Ohhhh I’ll have to try that. Thanks!
I’m actually kind of afraid to try that. Sometimes I hit crossup short not meaty and i notice that my bnb afterwards does not combo. But… Hm. I’ll give it a try one of these days.
Its pretty hard to do, but it’s so cool when you land it. Maybe hit confirming with close stand MP?
Cammy setups for the night
Hey everyone, played rog in vanilla(u can see some of my vids on youtube lol), playin cammy for super - came up with some setups tonight.
1 - 50/50 After landing a rh SA - just hold upforward so you jump as soon as the move recovers and you’ll be in perfect range for a safe cross up short. You can either follow up with st. mp then hit confirm into whatever, other wise you’re +2 on block and can go into dive kick pressure. If they start blocking the crossup then you can just do a divekick after the rh SA and not crossup. It’s an awesome and safe 50/50. notes -this mainly works on people that tech, though you can delay it if they don’t. I’m sure someone’s probably posted this setup already but if not here it is.
[media=youtube]5TtoEak6w6I#t=00m41s"[/media] He doesn’t finish the combo, but you get the idea.
2 - 50/50 off back throw - after a backthrow, wait a SPLIT second, then empty jump forward, for most characters (haven’t test this on all) you’ll crossup and land on the other side and you can do a cr. short into whatever. This is VERY hard to see, and almost impossible to react to. If they start anticipating the cross up then you just do a jump in attack/divekick which will NOT cross up.
There’s more, too lazy to type though
Quick random question: What stops Cammy from being able to juggle cannon spike more than once? I originally thought it was consistent across all characters as a kind of safety-net (like damage scaling is) in case some nonesense slips through where the character could otherwise juggle into infinity. However I’ve seen videos of Gouken fireballing someone in the air three or four times, and Juri hitting people in the air several times. I’m wondering if it’s something intrinsic to cannon spike, then. Also has anyone tested if any of what Cammy can do in this sense has changed in super?
When Juri and Gouken’s move hit some of them put the opponent in a Juggle state. Cannon spike does not do that.
But the first cannon spike does?
No, CS FADC CS (or ultra ) works not because the opponent is in juggle state but because they gave the CS special “hitbox”. This is why Meaty SA into CS works.
You can hit someone in juggle state with any move. You can’t CS fadc j.hk .
(If anyone can explain it better or correct me please do)
Tyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyype, I need new tech
There are two types of Juggles. The MAIN type of Juggle comes from moves having a “Juggle Potential” as I call it in my CvS2 FAQ. These moves just have a number assigned to them. This allows them to Juggle after ANY Knock Down (except for one particular special Knock Down that causes opponents to become 100% invincible, but those are rare).
This is the kind that is Cammy’s Cannon Spike. That move has a Juggle Potential of 1. That means, ANY KNOCK DOWN you land, be it Cannon Spike, Cannon Drill, Hooligan slide, or Spinning Back Fist, you can Juggle with the move JUST ONCE. So that’s why Cannon Spike FADC into Cannon Spike works only once and why Drill into Cannon Spike FADC into another Cannon Spike DOESN’T work. The Cannon Spike can only Juggle once.
There is another type of Juggle where a move that connects and knocks-down just sets up a free Juggle where ANY move can Juggle, regardless of Juggle Potential. Sakura’s Kick at the end of her EX Hurricane Kick is such a move. Akuma’s Short Hurricane Kick is such a move. These are moves that allow just regular normal moves to Juggle, even.
Gouken’s Fireball is such a move. If you get hit out of the air by a Gouken Fireball, it’s pretty much free game on what can Juggle. Pretty much everything will work.
The caveat to all of this, of course, is that there are some moves that behave weirdly that they’ve implemented some sort of safety system, though I’m not sure how they did it. Gen’s Low Short in Kick Mode (Crane), for example, sets up a free Juggle, but in the corner, that means he should be able to do an infinite with Low Short and keep Juggling. But for some reason, when you hit someone with the Low Short out of the air, it does NOT provide you with the free Juggle anymore. Guile’s offensive Roundhouse kick is also like this. If you make the enemy jump, you should theoretically be allowed to combo two of them in a row, and the second one should give you a free Juggle as well, so you can Juggle with whatever you want. But it doesn’t work.
For some reason, Gouken’s Fireballs do NOT follow any of these restrictions. If you could throw them fast enough, technically Gouken’s Fireballs could Juggle forever as an infinite.
Hope that helps some. More info than probably needed.
- James
I LOVE THIS NEW j.SHORT PROPERTY!!!11111111111111111111111111one1
no joke, cammy top tier now.
stop playing Ibuki then :nono:
EvilDrakefang dropped cammy for ibuki too :shake::sad:
(kiddin )
Too many Cammy FAKERS up in here. I keep dat shit real
hard to pass up wake up cannon spike. i sure do miss it.
i think evildrakefang says he was considering going back to cammy.