–She can link cr strong->cr short without a counter hit. Not really useful unless you have a Lv3 Spin Drive Smasher. It does go great with a crossup short-<cr strong,cr short, cr forward block string.
–I try not to use RH Cannon Drill. I have had too many incidents when it only hits the first time, and hte opponent is still standing. On Dhalsim, if he is close enough, it will hit his extended limbs with the first hit, then hit the body with the second hit+knock him down. Short Cannon drill will combo from a VERY close cr short without a counterhit…though I wouldnt rely on it…
–Her b+RH seems to be pretty good for deep jump ins. I have been using it at the last possible minute, since she crouches for a split second before her legs go up. It seems to make the deep hit she was about to get whiff and then she gets a major counterhit out of it. At the worst, I trade, but at least I get to stay aon the ground:)
That becomes useful when you use crossups, like crossup j.SK, c.SK, SK-Drill.
The only use I have found for the dive kick is if it connects without a counterhit–throw them. By the time you recover from the move, they will have left hitstun, so you can throw them–looks an awful like Gief’s short to SPD. Other than that, if they block it…well, get ready for a reaming… I use it mostly for closing in distance or that last bit of chip damage. The move would be a lot better if she either didnt do that dumb bounce after block, or she could do it at any time of her jump.
Cammy’s biggest weakness is that she just isn’t Juni.
I know if was kind of stated before, but I don’t believe there is anything that Cammy can do that Juni can’t do better. Cammy takes a little less damage I think, but Juni’s push-block just overrides that advantage.
But if I had to play Cammy, I would rely an aweful lot on her short kick (all versions), not only does it link into most of her useful setups, but I find it to be one of those moves which gives a lot of average or better side of decent players a lot of grief. Also, I agree with Xenozip on the usefulness of the j.sk crossup.
That can be finished with any level super, yes?
Well, like I said, it’s generally a bad idea to aim it at the opponent. I still find it useful for getting to the ground faster (moving forward). It can stuff random pokes and it’s kinda a good answer for fireballs since you can do it pretty early off the ground.
That’s mostly true, except Juni loses far FP, far FK, and far SP (and some other standing normals), which are really useful. I also wish Juni’s Spike and Drill weren’t charge moves, but maybe that’s just me.
Though generally I would agree that Juni has the 1-up on Cammy because of the added special moves.
If you anti-air with a cancelable normal, you can usually also connect a Spike (dp+K) weather it was a counter-hit or not. Just using Spikes is generally better due to the short invulnerability time, but on the other hand, normal xx Spike also gives you a slightly better chance of avoiding a jump-in activation. It also helps to avoid accidental whiffs when your opponent was too close to get hit by the Spike (whiff due to crossup). Back+JP or b+SK or even c.SP can be useful for anti-airing into Spike. Far SP and back+FP also work pretty well. And in the case of b+FP you can confirm major counters into Hooligan instead of Spike.
Far SP xx Spike is also really useful after a juggle or major counter, when you want to tack on some extra damage you can chase the opponent by walking forward and then fish for another hit by sticking out a far MP. If the far MP connects, you can cancel into Spike, and if it whiffs you can wait and try again on their way down – unless they neutral tech, of course.
Normal xx Spike near the corner also sets up a meaty Hooligan. Quick reversals can stuff it of course, but if you’re near the corner then you should be within grab range right as your opponent wakes up. This is good against opponents that don’t have particularly good wake up moves.
If you find yourself in the corner because you crossed up using a Drill, you can usually get out pretty quick by using a very early RH-Strike (air qcb+K) in V-ism. Not 100% safe, but it’s pretty quick and it’s better than regular jumping or using Hooligan. Although, Juni has the benefit of just being able to Mach Slide (teleport).
At which point in the Hooligan Combo can you actually perform the kickoff grab? Sometimes I grab them and give them the Frankensteiner, and sometimes the kick off grab. In the air, it is always the kick off. I just am not sure when during the arc of the move are you actually free to grab. Sometimes it is hard to tell since K makes her cancel the move, too…
i am pretty sure it is not at what point during the spin you grab them, rather it is where you are relative to their body position when you execute the grab, ie. you want to be closer to their midsection as opposed to their head/shoulders when you hit kick to do the cross scissor pressure instead of the frankensteiner.
Yes, it depends on the area where you input the Kick. Let’s take for example Ken. If you’re on a line with his head then you’ll perform the fatal leg twister. If you’re on one line with Ken’s black belt, then you’ll perform the cross scissor pressure.
On a crouching enemy you’ll only be able to do a fatal leg twister.
Cool. That makes sense for the grounded opponent. What about when the opponent is in the air? That is where I get screwed up the most. Seems like it is a hit or miss kind of thing since the kick cancels the move if you dont grab him. Can she grab him at any point of the roll in the air, or is it only on her way down?
i am not sure if she CAN grab the opponent on her way up or not, but in my experience you want to execute the ‘grab’ (hit f/b+kick) sometime after the apex of the roll. are we talking about an anti-air close standing fierce hitting as a major counter, then confirming that into the hooligan roll? if that’s what you’re doing, you want to be doing a fierce hooligan roll, and executing the grab after the apex of the roll, and at the time you do it the opponent’s body should be level with or slightly below yours, basically performing the grab as late as you think you can before the opponent’s body falls away from you. those are pretty rough instructions but if you try it with those in mind you’ll see what i mean.
I cannot for the life of me get the cross scissor pressure to work at the end of her VC. The hooligan combo comes out but Ive never got cross scissor to connect. Pretty frusterated any tips?
you have to do the actual grab part of it after your vc meter is depleted. i spent a long time in training mode with infinite vc meter getting very angry until someone clued me in on this.
I know. I do the close FP after the meter expires buffered into the hooligan. The grab will just not connect! Do i need to do the close FP before the meter depletes?
no, you can most certainly throw the close fierce after the meter depletes. (in fact, this is what you want to do) all i can guess is that you’re hitting kick for the grab too early, you really want to hit it as late as you possibly think you can. this is hard to elaborate on, but i’ll give it a try. after you buffer into the hooligan, what should happen is your opponent’s body should start descending from the fierce you hit them with. while you’re rolling through the air, your opponent’s body will come directly into contact with yours. you want to wait as long as possible to do the grab, ie. wait until right before their body would fall away from you. when you execute it, cammy should be descending, not ascending. i guess the timing just takes practice, once you know when to hit the button, you’ll be able to do it consistently.
And just for weirdness…
…I grabbed Ryu out of his shoryuken with her cross scissor pressure.
I was quite aghast:O
RE: Hooligan Ender
Yeah, you want to do the FP after your meter ends. Technically even though your meter has ended, you are still able to cancel your last special move (provided that special move was done while your meter was still active). Thus, you want to keep doing Spikes in the corner untill your meter has actually ended, and then cancel the last Spike into b+FP.
So, your meter should be totally ended by the time you land from the last Spike. But even though you’re out of meter you can still cancel that Spike into b+FP.
Also, Cammy can delay her action after a Spike a lot longer than Juni can. After a deep Cannon Spike (her ass/bent knee hits the opponent close to the ground), you can wait a tiny bit before you actually hit neutral. You want to time the b+FP as late as possible so that the opponent is nice a close to the ground, then cancel into the Hooligan immediately. Best way to get the timing for this is to set the Training dummy to auto-tech, and then just don’t cancel your last Spike, that way you can visually see how much time you have before you hit Neutral.
It’s really not as difficult as it seems once you get the formula right.
Thanks just landed it!
Does anyone know the properties for the “cannon revenger”? All I can come up with is that jp counters jump ins that hit early and fp hits deep jump ins. Does it work for standing moves? And what part of the move actually counters? I seen a pretty crazy dizzy combo with the fp version but can barely even get the C. revenger to work.