Cannon spike - I can't actually find a difference between the versions, besides startup and range. They all seem to be invincible and do the same damage. LK works from surprisingly close and HK works from surprisingly far. All versions can be cancelled into HK super. This is her best anti air.
st. HK - this beats jump attacks clean, and carries less risk from far away than a HK cannon spike (which might whiff if they don't extend a limb). Not as rewarding, more specific to time. Up close you can potentially get a crush counter which gives you a nice free uppercut, better damage than the uppercut alone.
Jump back MP(/LP/LK) - Very quick, nice hitbox, good for very close jumps. Cammy has no air throw in this build, I thought she had one?
Cammy's LK cannon spike is fast enough to beat safe jumps, if any are ever found.
Ending combos with HK spiral arrow (MK spiral arrow after target combo) gives you much better okizeme and corner carry at the expense of a little damage and stun. Use whichever you prefer.
Punish combos USING V-trigger:
f+HK, cr. MP xx HK SA (214 damage, 310 stun)
Cammy's f+HK, cr. MP punishes do literally 2 more damage than her st. MP, st. HP punishes, but f+HK is way slower, which means it punishes fewer moves and is harder to land after a jump-in. Its combos also do noticably less dizzy and are less open to v-trigger extensions. I recommend these combos instead:
st. MP, st. HP xx HK SA (212, 355)
b+MP xx HK xx EX hooligan, divekick, MK CSp (280, 410)
st. MP, st. HP xx HK CSp xx CA (447, 395) - BnB super combo
Punish combos USING V-trigger:
st. MP, st. HP xx trigger, st. HP xx spiral arrow, cannon spike (340, 530) - you can just do the cannon spike if you wanna save half your trigger meter at the expense of 60 damage.
Cammy's v-trigger super combo is weaker than no trigger and wastes half her install time. Use trigger or super but not both.
Punish combos IN V-trigger:
st. MP, st. HP xx spiral arrow, cannon spike (340, 495) - if you've ran out of install, the ender can also be executed with EX uppercut for identical damage and stun.
st. MP, st. HP xx spiral arrow, LK CA (447, 355) - Note the damage is equal to her meterless super combo, which is not available in v-trigger as cannon spike cannot be cancelled.
Crush counter punishes:
crush counter st. HK and a small walk in can be added to all cammy's previously listed punishes to increase the damage.
If you're too far out to get a point blank st. HK, you can do a dash into target combo at all ranges. Here are some ideal combos.
(CC) st. HK, (dash) b+MP xx HK xx MK SA (or HK CSp) (277/298, 455/490)
(CC) st. HK, (dash) b+MP xx HK xx HK CSp xx CA (483, 490)
(CC) st. HK, (dash) b+MP xx trigger, st. HP xx SA, CSp (358, 565)
cr. MK xx HK CSp (158, 280) - this actually combos even at the max range of cr. MK
cr. MK xx HK CSp xx CA (410, 280)
cr. HP xx trigger, cr. MK xx SA, CSp (302, 457) - cr. HP goes far but doesn't special cancel. It karas you forward if you v-trigger cancel it, enabling combos even at max range.
All of Cammy's previously listed link combos function as confirms. Here are some more.
cr. MP, cr. MP (comes out fast)
st. MP, cr. MK (works from afar)
v-skill, cr. MP
divekick (high), cr. LP
divekick (low), cr. MP
(trigger) divekick, st. MP
Confirm combos (light normals):
cr. LK, st. LP xx SA (127, 253) - low confirm
cr. LK, st. LP xx HK CSp xx CA (362, 293) - low super confirm
cr. LP, b+MP xx HK xx MK SA (201, 345) - 3f punish
cr. LP, b+MP xx HK xx HK CSp xx CA (407, 380) - 3f super punish
cr. LP, b+MP xx trigger, st. HP xx SA, CSp (282, 455)
counter hit BnBs:
cr. LP, st. HP
cr. MP, st. HP
v-skill, st. HP
there really isn't much better to link into than good old st. HP
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