(wait, why this thread and not the other ?) …
More on Cammy:
If you’re too far away from the corner the generic ender (back+FP, Hooligan Combination) might not connect.
For example, even if you have 100% meter, if you start out with your back to the corner you’re probably going to run out of meter while still mid screen, which means the back+HP will most likely whiff at the end of the combo (assuming the end of the combo was a Cannon Spike).
But, fortunately she has a few tricks to compensate for this:
(VC2), dp+RH, far SP, whiff far RH, qcf+FK, qcf+RH, [dp+RH]xN
-> ender, back+FP, tigerknee+FP -> RH grab
- The interesting thing about this combo is that the dp+RH will hit the opponent from the back, and Cammy will cross the opponent up. This means that you have to input the next DP in the opposite direction. And the great thing is, the next DP will also cross up again. And that means you can repeatedly do mid-screen DP’s untill your meter runs out, and then you will be at point-blank range, which will allow you to hit with back+FP, tigerknee FP (hooligan combination)
Note that in order to do a back+FP at the end, you have to press toward the opponent’s direction, not away. Which means you’ll be doing something like (toward+FP, hcf, uf+FP), which can be kind of weird.
Alternately, because the repeated DP’s can be kind of hard to time, you can loop it for a little bit, then set up the multi-cross :
(VC2), [dp+RH, far SP, whiff far RH, qcf+FK]x2, qcf+RH, [dp+RH]x2
-> ender, back+FP, tigerknee+FP -> RH grab
- Starting with 100% meter, this combo lets you do two cross-up DP’s before meter runs out.
And the other trick she has up her sleeve is to just make sure the last move you do while you have meter is qcf+SK instead of dp+RH. As such:
(VC2), dp+RH, far SP, whiff far RH, qcf+FK, dp+RH, qcf+FK, far RH, dp+RH, qcf+FK, qcf+SK, back+FP, tigerknee+FP -> RH grab
- The downside to this is it’s not as flexible. The timing is pretty strict.