Sonntag, 4. April 2010
Street Fighter 4 Cammy Combos
Character Overview
Cammy might best be thought of as a miniature wrecking ball. She has a number of devastating combos and can absolutely destroy players in a short period of time.
She's best played as an in your face, offensive rush down character. Her foot speed coupled with a nice move set can make her a very formidable character in the right hands.
Cammy is underrated by most players.
• Strengths •
+ Exceptional foot speed. Cammy is one of the fastest characters in the game.
+ Some very, very powerful combos.
+ An outstanding Ultra move. Has a couple of ways she can set this up after landing an attack.
+ One of the best offensive rush down characters. Very hard to stop once she gets going.
+ Flies below the radar. Very few players regularly play against Cammy, so they may not be familiar with her bag of tricks.
+ Has many tools for dealing with projectile throwing characters.
• Weaknesses •
- Below average stamina.
- Great defensive players can give her problems, keeping her outside of her effective zone.
- Technical character. You need to have excellent execution skills to play her at a high level.
- Jumping Light Kick is crap cross up move.
Special Moves
Light
100
Medium
120
Hard
140
EX
160
Joystick Joystick Joystick Joystick Joystick
• Spiral Arrow (Cannon Drill) •
Cammy spins herself forward along the ground. The Kick button pressed determines the distance this travels and amount of life it takes off.
This attack works very well in combos. Cammy can set it up by confirming she's hit with a string of Crouching Light attacks and then follow those with her Spiral Arrow, taking off a nice chunk of health and scoring a knock down.
Your Spiral Arrow is not an attack you'll want to spam through the whole match though, as it can be punished on block. Since this must be blocked low however, you can catch an opponent who's standing to counter your barrage of offensive moves with the occasional Spiral Arrow.
Coupled with Cammy's other Special Moves, this is a very good attack.
Light
120
Medium
140
Hard
150
EX
160
Joystick Joystick Joystick Joystick Joystick
• Cannon Spike (Burst Kick) •
Your version of the Dragon Punch (Shoryuken). This has a bad habit of whiffing ducking players if you're not close enough, which makes it extremely easy to punish. However, on block, Cammy flies away a solid distance, which can still be punished, but the window to do so is reasonably small, so if your enemy isn't expecting it, you may get away.
This is a wicked move though. As long as you time your Cannon Spike correctly, it will beat out most other moves in the game when it's in its first few frames of animation. It's only in the latter parts of the move when Cammy's hitbox is more susceptible to other attacks, meaning that if you time it correctly, you should rarely trade hits.
If you ever need to get an opponent off of you, this will do the trick.
Light
160
Medium
160
Hard
160
EX
160
Joystick Joystick Joystick Joystick Joystick Joystick Joystick
• Quick Spin Knuckle (Spinning Backfist) •
*Armor Breaking*
Light
100
Medium
100
Hard
100
EX
120
Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Joystick Joystick Joystick when close to throw
• Hooligan Combination (Frankensteiner) •
Note, the damage numbers to the right are for Cammy's Slide Kick part of the Hooligan Combination. Her throw always does 130 damage, unless you grab your opponent in the air, then it does 140 damage.
Light
70
Medium
70
Hard
70
EX
80
Joystick Joystick Joystick Joystick Joystick
(While jumping forward in the air)
• Cannon Strike •
EX Moves
Light
100
Medium
120
Hard
140
EX
160
Joystick Joystick Joystick Joystick Joystick
• EX-Spiral Arrow (Cannon Drill) •
This does a bit more damage than the Hard Kick version (160 if you land both hits, compared to Hard Kick which does 140). It also travels through all projectiles.
Since this doesn't have full screen range, your ideal placement when you want to hit your opponent on reaction to them tossing out a fireball is about 3/4ths of the way out or closer.
Because Cammy has great mid-range and up close options, your opponent will often use projectiles to give them more breathing room. Making them think twice about throwing out random fireballs will give you better spacing and set up more opportunities for you to abuse Cammy's outstanding footspeed.
Light
120
Medium
140
Hard
150
EX
160
Joystick Joystick Joystick Joystick Joystick
• EX-Cannon Spike (Burst Kick) •
Of all of the things you should be spending your EX meter on, this move won't often be one of them. It has an extra frame of invulnerability (6) over the Hard and Medium Kick versions (5), and it does slightly more damage as well, but it's not all that different besides that.
Considering what you can do with Focus Attack Dash Cancels (FADCs) and a few of Cammy's other EX moves, you're best off rarely using this attack and spending your EX meter else where. About the only time you'll want to throw this out there is for reversal situations where you absolutely want the most invulnerability possible.
Light
160
Medium
160
Hard
160
EX
160
Joystick Joystick Joystick Joystick Joystick Joystick Joystick
• EX-Quick Spin Knuckle (Spinning Backfist) •
*Armor Breaking*
This is almost identical to the Medium Punch version, except for one important attribute — it's invincible during it's start up frames of animation.
Because you can juggle with Cammy's Ultra after you land her Spin Knuckle, if your opponent eats this once, it can lead to a big damage combo. And even if they block, you should be safe from counter attacks.
The problem is Cammy can still be thrown out of this or hit with an attack before she actually sticks out her hand — she takes awhile to actually get to a hittable state.
As such, this is more of a counter/physic move than anything else. If you can predict what your opponent is going to do, blowing through their move and juggling with your Ultra is awesome. And considering the pressure a good Cammy player can apply, you can make your opponent make some mistakes or get into some bad habits to set this up.
What you're left with is a streaky move. Against some players you may have quite a few chances to set this up, against others who play a bit smarter and carefully, you probably won't be able to use this very often.
Light
100
Medium
100
Hard
100
EX
120
Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Joystick Joystick Joystick when close to throw
• EX-Hooligan Combination (Frankensteiner) •
Cammy's EX-Hooligan Combination has a higher arc, travels faster and will "track" based on whatever position your opponent is standing at, and these properties make it a pretty good move.
You can use it from point blank of full-screen's distance to keep the other fighter guessing. Players who are used to having Cammy fly at a lower to the ground arc with her Hooligan Combination can be caught off guard to see her coming much faster and at different angle, giving you an opening to grab them or set up her slide.
All of the same tricks that work with her regular Hooligan Combination apply here. Also the slide after an EX-Hooligan does a bit more damage over the regular versions.
Light
70
Medium
70
Hard
70
EX
80
Joystick Joystick Joystick Joystick Joystick (While jumping)
• EX-Cannon Strike •
Unlike the normal version of Cammy's Cannon Strike, you can do this while jumping straight up or backwards. This enables you to do a "Tiger Knee" like motion while you're still on the ground so that the instant you jump, your EX-Cannon Strike comes out. Here's a visual.
Joystick Joystick Joystick Joystick Joystick Joystick So instead of jumping and doing this move, the last input counts as the jump, but all of the inputs before also count towards the motion, giving you an instant Cannon Strike. Note, you have to perform this fairly quickly or the game won't register the motion for your Strike.
This technique opens the door for several tricks from Cammy.
Super and Ultra Moves
Super
400
Ultra
379-540
Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
• Spin Drive Smasher (Super) • *Armor Breaking*
Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
• Gyro Drive Smasher (Ultra) • *Armor Breaking*
Combos
• Jumping Hard Kick, Crouching Light Kick, Standing Light Kick, Crouching Light Kick, Cancel into Spiral Arrow •
Easy combo, does good damage and sets up some other tactics because your opponent is stuck blocking 3 light attacks.
Video: Cammy Trial Challenge: Street Fighter 4
Video walkthrough of Cammy's Trial Challenges in Street Fighter 4. Watch ►
Movie courtesy of Kalelulen4
Walkthrough: How to complete Cammy's Trials in Challenge Mode
Going through all 10 of Cammy's Trials will give you a pretty good idea what her core combos are and how to use most of the moves.
While some of the Links and Cancels are difficult to pull off, getting through these will really help you improve your execution, so try your best and keep practicing.
If you're struggling with understanding any of these notes, make sure you check out the video over on the right so you can see the moves being executed.
Note, all of the Cannon Strike combos must be landed VERY deep, or you won't combo. Spacing on Cammy's Trials is critical.
Normal: Trial 1 • Standing Medium Kick.
• Crouching Medium Kick.
• Towards + Light Punch and Light Kick (Throw).
• Backwards + Light Punch and Light Kick (Throw).
• Jump, Towards + Light Punch and Light Kick (Throw) while your opponent is in the air. Normal: Trial 2 • Cannon Spike (Front Kick).
• Cannon Drill (Spiral Arrow).
• Spinning Backfist (Quick Spin Knuckle).
• Hooligan Throw, Press Towards + Light Punch and Light Kick (Throw) when close.
• Cannon Strike.
• Spin Drive Smasher (Super).
• Gyro Drive Smasher (Ultra).
Normal: Trial 3 • Standing Medium Punch, Cancel into Cannon Spike.
• Standing Hard Punch, Cancel into Cannon Spike.
• Crouching Medium Kick, Cancel into Cannon Drill.
• Crouching Medium Punch, Cancel into Cannon Drill. Normal: Trial 4 • Jumping Hard Kick, Standing Hard Kick, Cancel into Cannon Spike.
• Jumping Hard Kick, Crouching Medium Kick, Cancel into Hard Kick Cannon Drill, Cancel into Spin Drive Smasher (Super).
• Hooligan Throw (Press No Buttons so a Slide comes out), Cancel Slide into Spin Drive Smasher (Super).
• Spinning Backfist, juggle with Ultra.
Normal: Trial 5 • Standing Medium Punch, Link into Crouching Medium Kick.
• Crouching Hard Punch, Link into Crouching Medium Kick. Hard: Trial 1 • Jumping Hard Kick, (Close Range) Standing Light Kick, Link into Standing Light Punch, Link into Crouching Light Kick, Cancel into Cannon Drill, Cancel into Spin Drive Smasher (Super).
Hard: Trial 2 • Jumping Hard Kick, (Close Range) Standing Light Kick, Link into Standing Medium Punch, Link into Crouching Medium Kick, Cancel into Cannon Drill, Cancel into Spin Drive Smasher (Super). Hard: Trial 3 • (Deep) Cannon Strike, (Close Range) Standing Light Kick, Link into Standing Hard Punch, Cancel into Cannon Spike.
Hard: Trial 4 • EX-Cannon Drill (Only hit once), juggle with Cannon Spike, Cancel into Focus Attack, Backwards Dash, juggle with Ultra. Hard: Trial 5 • (Deep) Cannon Strike, (Close Range) Standing Hard Punch, Cancel into Cannon Spike, Focus Attack Dash Cancel, juggle with another Cannon Spike, Cancel with Focus Attack, Backwards Dash, juggle with Ultra.
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