So far Asuka/Nina depending on whether the work will with Cammy style as shes my main!
Though i may pick up a fire baller seeing as my offence/rushdown gameplay on Shotos are horrible
Though how does cammy play out compared to SSF and AE2012 Cammy?
By the way heres one of Cammy alt in game
Yeah you can jump cancel on block, was mucking around what that in training mode for the last couple of hours, god my execution sucks and double tapping is a no no…
Alright, so I spent a few hours in the lab tonight with Cammy, and my basic conclusion is that she is IN THAT ASS. I feel like she’s got real potential with her rushdown/mixup/frame trap game, and a lot of that is due to the fact that her cannon drills, being as they’re her chargeable moves, can be dash canceled. So here, with no real order or organization, are some things I was messing around with.
j.HP, s.HP, s.HP(far) does ~280 damage and is really pretty easy to link the far HP after the standing HP.
From the above string, or any string that you can cancel into a cannon drill, I will almost always cancel the drill and dash forward for pressure. While ending in a drill/drill+tag/ex drill can be guaranteed damage, dash canceling out and getting in your opponents face again has pretty decent options and can lead to more damage because of the resets in damage scaling.
After dashing forward the options I would take are:
s.MP for a possible frame trap
s.HK for possible (though very slow) frame trap and jump cancel shennanigains
c.LP or c.LK for the low mixup
throw
Another mixup that I could see myself trying to work in the play, though probably easier to react to and punish (especially with a DP character) would be to cancel into her Hooligan throw. Doing this allows you to either go for the throw itself and set up a very easy ambiguous cross-up (though rollable :/) or EX cannon out of the hooligan and back into any of my easily confirmable combos.
If I choose to go for the throw option, standing still and jumping towards the opponent as they rise allows for j.LK to hit in front, but if you move forward about a single pixel before the jump it will cross up.
After a j.HP, s.HP, s.HP or a LMH chain if I have meter I will cancel the EX drill into a dash for a guaranteed counter hit if I land my next strike. I usually go for a s.HP in this case. On occasion though one may go for a s.HK as getting a counter hit on that greatly opens the window in which you can jump cancel into a normal cannon spike if you have trouble doing them low enough to the ground to combo them.
I’m probably missing out on some things right now as I’ve typed this up pretty quickly. I’ll try and organize it better and possibly get some video if there is interest at a later time. Sorry if any of this is known already.
In the lab with Cammy, and I came across something…I hope it’s just my execution, but it seems like if you do crouching fierce against a crouching opponent (which forces stand), the crouching mk link won’t work afterwards. It works if they were standing up to begin with just fine, though…hm.
How much damage can Cammy get off of landing an EX.SpinKnuckle? Assume you have no meter or 1 more at the most.
Vega has his long HP.RCF rolling attack which you can combo off of a jumpin. If you Tag in Cammy during the second hit of the roll she can do EX.SpinKnuckle for the wallbounce. That is two meter right there so it’s an expensive setup but flashy as hell.
The followup I do after the wall bounce is jumpforward.HP, st.HP x HK.CannonSpike
Is there anything better?
Heavy Cannon Spike trades because it has no invulnerability frames. Her best anti-air’s are Light or Medium Cannon Spike, which both have invulnerability frames.
They also have invulnerability frames in the air? I mean, I trade against air tatsumakis/demon flips when it normally doesn’t happen in SSF4 although C Spikes don’t have invulnerability frames in the air either.
Is anyone else finding her links to be really awkward in this game? I’ve gone through a fair few characters now and none of them feel the same way Cammy does. Almost like you have to put a major delay after connecting with anything to get it to link, or you wont get a move to come out. I’m still only on Day 2 with the game but man it just feels really weird to me when trying to link any of her moves. The only combo that feels the same is crouch fierce crouch mk spiral arrow.
Yeah, I feel the same thing and I’m on Day 2 too. I think we have to get used to them, Cammy’s links were already awkward in SF4 and we got used to them too. They are just different now.
Getting the hang of it now. Found a 521 damage combo using only 1 meter with King. Posted it in the King forums so I’ll repost it here
My fav thing about it is her basic punish with King does 521 damage for only 1 bar!
Combo is
Jump in Roundhouse
Close Roundhouse
Jump Cancel
Cannon Strike
Stand Fierce
Cannon Spike
King Tag
3x Knee
King Air Throw ender.
Also I tried optimizing it further with another stand fierce after the first one, but the damage scaling made it do 508 damage : (.
Does anyone know of a good combo to do off of a ground bounce? I’m playing Cammy and Asuka. I can’t seem to get anything aside from cr.mp after tagging in Cammy from Asuka’s ground bounce.