tag:blogger.com,1999:blog-14928704393934176132024-02-07T02:05:13.480-08:00ruined in 84middlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.comBlogger19125tag:blogger.com,1999:blog-1492870439393417613.post-47055794976906280992010-12-26T11:15:00.000-08:002010-12-26T11:24:02.073-08:00Chiba Ranking Battle MoviesNovember:<br /><script src="http://ext.nicovideo.jp/thumb_watch/sm13072546?w=472&h=374&n=1" type="text/javascript"></script><br /><noscript>Javascript is required to load the player</noscript><br /><br />December:<br /><script src="http://ext.nicovideo.jp/thumb_watch/sm13073369?w=472&h=374&n=1" type="text/javascript"></script><br /><noscript>Javascript is required to load the player</noscript><br /><br /><br />You'll need a Nico Video account to view these. Thanks to nohoho, here is a tutorial on how to register such an account: http://curryallergy.blogspot.com/2007/09/how-to-use-nico-video.html<br /><br /><br />Movie originally uploaded by Imakiti.middlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com0tag:blogger.com,1999:blog-1492870439393417613.post-39618600797909583572010-12-26T10:22:00.000-08:002010-12-26T11:01:09.778-08:00Punishing Guy's Bushin Gourai Kyaku Super after GuardingLevel 1.<br />This version is highly unsafe when blocked. Guy is left at an alarming -10, where <br />Cammy can easily punish.<br /><br />Recommended action:<br />- close standing fierce (counter hit) -> Roundhouse Cannon Spike<br />- crouching Jab-> standing Jab Roundhouse Cannon Spike<br />- standing Jab (counter hit) -> Fierce Hooligan Combination-> Cross Scissors Pressure-> option select with crouching Roundhouse if he recovery rolls<br />- VC<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJgkwsDztxr_2IqruDO9S1mAnyTPvpX-6sC1sFM0D-9vqo2g1nROR7DegFZzh9VFYgiKdJtNQI2IWh1Hupe-3vZT0KvFBNsTrKC-vxY1xEwWHLww7b6BO8FrRPZJIdp6WPDTMxQ8yKRaY/s1600/level1.PNG"><img style="cursor:pointer; cursor:hand;width: 200px; height: 39px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJgkwsDztxr_2IqruDO9S1mAnyTPvpX-6sC1sFM0D-9vqo2g1nROR7DegFZzh9VFYgiKdJtNQI2IWh1Hupe-3vZT0KvFBNsTrKC-vxY1xEwWHLww7b6BO8FrRPZJIdp6WPDTMxQ8yKRaY/s200/level1.PNG" border="0" alt=""id="BLOGGER_PHOTO_ID_5555063295348264578" /></a><br /><br />Level 2.<br />The version leaves Guy at only -6 when blocked, but is still vulnerable to a few <br />Cammy combos.<br /><br />Recommended action:<br />- crouching Jab (3F)-> standing Jab-> Roundhouse Cannon Spike<br />- close standing Strong (4F)-> Roundhouse Cannon Spike<br />- VC (5F)<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHW0zbEbhdV1iZE_jPjDdXDAPrS8iKybQZzGn4lQZ_IcaZO-WpCRSx290hvO4GBRiknze2yI0YPudVunxcRQ-Sdhdr7qIRgprCtBmmty-KU5cjQd2qvVA9xbcAphYzeVXftHEqBGLFaaM/s1600/level2.PNG"><img style="cursor:pointer; cursor:hand;width: 200px; height: 39px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHW0zbEbhdV1iZE_jPjDdXDAPrS8iKybQZzGn4lQZ_IcaZO-WpCRSx290hvO4GBRiknze2yI0YPudVunxcRQ-Sdhdr7qIRgprCtBmmty-KU5cjQd2qvVA9xbcAphYzeVXftHEqBGLFaaM/s200/level2.PNG" border="0" alt=""id="BLOGGER_PHOTO_ID_5555067890314334610" /></a><br /><br />Level 3.<br />Guy is left at -2 after finishing the move so is safe from guaranteed punishment from Cammy. However, as Cammy there are still ways to take advantage of the -2 data.<br /><br />Recommended action:<br />One option is to use reversal timing and immediately perform a crouching Short. <br />This will beat any normal attack that Guy attempts to use after the Super. Since <br />Cammy's crouching Short executes in 4 frames and Guy is at -2, even his quickest <br />normal, his 3-frame crouching Jab, will lose to Cammy's Short. Guy might perhaps opt <br />to try his Forward Hurricane Kick. However, the move takes 13 frames to execute and <br />Cammy will be able to block the Hurricane Kick, if you reversal-timed correctly. A <br />warning: if your timing is off by a mere frame, Guy's crouching Jab will <br />counter-hit Cammy out of her crouching Short and will allow him to combo after into his standing Strong. Timing is crucial.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYrMt-OYcYZoqipeOdOWBai8Qoz-qyqXA2zg65T_tfNSnnF51qvyVfSru0n7x5peSxNHjPn6XdOGt8hDS5OIaAxRdRNS8lzd8OCQMlXLrVW-ZBkhlLzKWG6MiYpSc9FWMfslayZllZF3I/s1600/level3.PNG"><img style="cursor:pointer; cursor:hand;width: 200px; height: 39px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYrMt-OYcYZoqipeOdOWBai8Qoz-qyqXA2zg65T_tfNSnnF51qvyVfSru0n7x5peSxNHjPn6XdOGt8hDS5OIaAxRdRNS8lzd8OCQMlXLrVW-ZBkhlLzKWG6MiYpSc9FWMfslayZllZF3I/s200/level3.PNG" border="0" alt=""id="BLOGGER_PHOTO_ID_5555063627878535890" /></a><br /><br /><br />Action summary:<br />after blocking the Level 3 Super, use her crouching Short because:<br /><br />- it beat any normal moves Guy attacks with, though unfortunately this will not be a counter hit<br />- Cammy will be safe if he performs an immediate Forward Hurricane Kick<br />- if Guy does none of the above, he is forced to block Cammy's crouching Shortmiddlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com1tag:blogger.com,1999:blog-1492870439393417613.post-57387055240999983462008-09-07T17:02:00.001-07:002010-05-18T20:14:32.229-07:00More notes and stuffA non-counter hit standing strong as opponents starts a jump from very close then-><br /><br />A: walk under and crouching Short-> crouching Jab-> Roundhouse Cannon Spike<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4LGm4HcITXi-MwkVP7kcPF56cwqVDMlS7vs0972tlxkNFWI8VtfcQ8lrHH_W2GKjGv2fj9IfpTMdsS_Ej5ahpqqQRSjX-OYPu8VwXt52b85P80RNAyTZtdpf4ERRy8wajwNH5SNliWbY/s1600/standmp2.PNG"><img style="cursor:pointer; cursor:hand;width: 200px; height: 118px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4LGm4HcITXi-MwkVP7kcPF56cwqVDMlS7vs0972tlxkNFWI8VtfcQ8lrHH_W2GKjGv2fj9IfpTMdsS_Ej5ahpqqQRSjX-OYPu8VwXt52b85P80RNAyTZtdpf4ERRy8wajwNH5SNliWbY/s200/standmp2.PNG" border="0" alt=""id="BLOGGER_PHOTO_ID_5472811122414995490" /></a><br /><br />B: walk under and throw them with the Frankensteiner (2 kick buttons)<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkiPxmRQvNY1cjBGgyVwTdbnI96Bt1HS9QwYfNSu-zMvoTZGPeJbq0RHbG7Aqw-YtN6aYEyVzW7vl5yL94XL3ER993Z4sh8p3XbyQrHKCGanXJIMTxJuBCCeAcbgXRI319hW5ka7tFGH0/s1600/standmp1.PNG"><img style="cursor:pointer; cursor:hand;width: 200px; height: 118px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkiPxmRQvNY1cjBGgyVwTdbnI96Bt1HS9QwYfNSu-zMvoTZGPeJbq0RHbG7Aqw-YtN6aYEyVzW7vl5yL94XL3ER993Z4sh8p3XbyQrHKCGanXJIMTxJuBCCeAcbgXRI319hW5ka7tFGH0/s200/standmp1.PNG" border="0" alt=""id="BLOGGER_PHOTO_ID_5472811581237966114" /></a><br /><br /><br /><br />C: try and feint the walking under and instead combo or throw them from the front<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKmCroR5IuicgxyiwugzB5zB_5lp1322_61aayU3kSRiIOPJcD955bp0XJHZUXkFSZjwQ3mFkGhj58Cz-0HpZFfxnohgR9lgNSmPsxziJbwm9meu8YbklM7ow318B1S3148bNq8LoiDLQ/s1600/standmp3.PNG"><img style="cursor:pointer; cursor:hand;width: 200px; height: 118px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKmCroR5IuicgxyiwugzB5zB_5lp1322_61aayU3kSRiIOPJcD955bp0XJHZUXkFSZjwQ3mFkGhj58Cz-0HpZFfxnohgR9lgNSmPsxziJbwm9meu8YbklM7ow318B1S3148bNq8LoiDLQ/s200/standmp3.PNG" border="0" alt=""id="BLOGGER_PHOTO_ID_5472811771044432706" /></a><br /><br /><br /><br />It should be noted that in the 3rd picture in each of the guide screen shots is where you will decide which option upon to go for. It is very difficult for the opponent to gauge which side you end up on as they land.<br /><br /><br />Unblockable set-up (corner)-<br /><br />Jumping Fierce-> close standing Fierce-> Roundhouse Cannon Spike-><br /><br />If the opponent performs a recovery roll, punish them with a crouching Short-> crouching Jab-> Roundhouse Cannon Spike combo. <br /><br />From here, you should wait to see if they roll again. If they do, punish them in the same way as described above. However, if the opponent does not roll, you should wait until they have hit the ground and then perform the following:<br /><br />VC2-> whiffed crouching Short x 5-> jumping Roundhouse-> Roundhouse Cannon Spike-><br /><br /><br /><br />Notes:<br /><br />Close standing Forward seems to have good anti-air capability, especially if used from a close distance. Often opponents would jump at me where I would try and activate an anti-air VC but fail and get the close standing Forward instead, which would do the job just fine. <br /><br /><br />Far standing Jab (counter) -> Fierce Hooligan Combination VS Shoto hop kick. Does this work? Yes, it does!<br /><br />VS the hop kick (senpuu kyaku) Cammy can:<br /><br />- closer, far standing strong-> strong hooligan<br /><br />- farther away, far standing strong-> fierce hooligan<br /><br /><br />After dizzying the opponent with the cross-up loop, perhaps whiffing a move which can travel a great distance, will be useful in leaving the opponent as close to the corner as possible when they stand up. Roundhouse Cannon Spike? Roundhouse Spiral Arrow? Or perhaps repeat the loop.<br /><br /><br /><br />- Consider looking for a new P2 crouch cancel set-up? The current version is hard to execute with consistency.<br /><br />- Practise the VC1 (17 frame) set-up<br />I did, and found that though the timing is fairly easy, you must jump in such a way that the first jumping attack and its shadow hits. Otherwise the opponent will not be at optimum height for Cammy to start her CC series. <br /><br /><br />Higher stun and higher damage version of the cross-up loop:<br /><br />cross-up Short-> crouching Strong-> Roundhouse Spiral Arrow (2 hits) = 16 points stun.<br />List of characters for which the above loop will work on. <br /><br />Blanka<br />E.Honda<br />Gouki*<br />Guy* (inconsistent; sometimes 3 hits, sometimes 4)<br />R.Mika<br />Zangief<br />Cody<br />Dhalsim<br />Charlie<br />Sodom*<br />Dan* (though strange cross-up timing)<br />Gen<br /><br /><br />**<br />crouching Strong-> Roundhouse Spiral Arrow when not preceded by a jumping attack will be a 2-hit combo against these characters.<br /><br /><br />Normal version of the loop:<br />Cross-up Short-> crouching Short-> Roundhouse Spiral Arrow (2 hits) = 14 points stun.middlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com0tag:blogger.com,1999:blog-1492870439393417613.post-66335623453067888112008-05-10T09:35:00.000-07:002008-05-10T09:36:17.563-07:00--Standard VCs revisited--Ground Start (VC2) :<br />standing Fierce-> Forward Spiral Arrow-> Roundhouse Cannon Spike-> [far standing Strong-> whiffed Short Spiral Arrow-> far standing Fierce-> Roundhouse Cannon Spike] x 2-> far standing Strong-> whiffed Short Spiral Arrow-> close standing Fierce-> Hooligan Combination: Damage: 99/144<br /><br />Ground Start (VC2) :<br />standing Fierce-> Forward Spiral Arrow-> close standing Fierce-> Roundhouse Cannon Spike-> Forward Spiral Arrow-> Roundhouse Cannon Spike-> far standing Strong-> whiffed Short Spiral Arrow-> far standing Fierce-> Roundhouse Cannon Spike-> far standing Strong-> whiffed Short Spiral Arrow-> close standing Fierce-> Hooligan Combination. Damage: 97/144<br /><br /><br /><br /><br />Cannon Spike-Start (VC2) :<br />Cannon Spike-> far standing Strong-> whiffed far standing Roundhouse-> Spiral Arrow-> Roundhouse Cannon Spike-> far standing Strong-> whiffed Short Spiral Arrow-> close standing Fierce-> Roundhouse Cannon Spike-> Spiral Arrow-> close standing Fierce-> Hooligan Combination - needs verifying<br /><br />Cannon Spike-> far standing Strong-> whiffed far standing Roundhouse-> Spiral Arrow-> far standing Fierce-> Roundhouse Cannon Spike-> Spiral Arrow-> Roundhouse Cannon Spike-> far standing Strong-> whiffed Short Spiral Arrow-> far standing Fierce-> Roundhouse Cannon Spike-> Spiral Arrow-> Roundhouse Cannon Spike-> far standing Strong-> Hooligan Combination. Damage: /144<br /><br />Cannon Spike-> far standing Strong-> whiffed far standing Roundhouse-> Forward/Short Spiral Arrow-> Short Spiral Arrow-> Roundhouse Cannon Spike-> far standing Strong-> whiffed Short Spiral Arrow-> close standing Fierce-> Roundhouse Cannon Spike-> Spiral Arrow-> close standing Fierce-> Hooligan Combination. Damage: 88/144<br /><br /><br /><br /><br />Anti-air start (VC2) :<br />[close standing Fierce-> Roundhouse Cannon Spike-> Spiral Arrow] x 3-> Spiral Arrow-> close standing Fierce-> Hooligan Combination. Damage: 84~91/144middlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com0tag:blogger.com,1999:blog-1492870439393417613.post-28423737205190438392008-05-10T09:28:00.000-07:002008-05-10T09:41:56.422-07:00-- VC Re-charge revisited --VC2-> Roundhouse Cannon Spike x N-> far standing Roundhouse-> whiffed close standing Roundhouse-> vertical jumping Short-> crouch cancelled vertical jumping Fierce x 4-> far standing Strong-> Roundhouse Cannon Spike.<br /><br /><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/wshiG9kyW7w&hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/wshiG9kyW7w&hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object><br /><br /><br />I've found it at last. Cammy's re-charge set-up for player 2. For the most part it shares a lot in common with other combos of this ilk; it re-builds approximately 45% of the gauge, uses a tech trap which works if the opponent air recovers or not, and most important of all, allows Cammy to use her VC <span style="font-style:italic;">almost</span> as freely as say, Sakura or Charlie. <br /><br />For Player 1, you can use the Player 2 sequence, or the following;<br /><br />VC2-> Roundhouse Cannon Spike x N-> far standing Roundhouse-> whiffed close standing Roundhouse-> jumping towards Short-> crouch cancel-walk-> shadow jumping Short hits-> crouch cancelled jumping Fierce x 4-> far standing Strong-> Roundhouse Cannon Spike.<br /><br />If you have quick hands, you may be able to substitute far standing Strong (gauge = 4) with close standing Fierce (gauge = 9), for the extra chunk of gauge.<br /><br />While this is all good news, its discovery led me to a rather subtle observation regarding Cammy's VCs, which is thus;<br />Cammy's VCs take a long time transporting the opponent to the corner. Not such a disaster you may think. Her VCs are damaging<br />enough - providing you land the Hooligan at the end - and she has a number of useful ways to initiate them.<br />However, even with this new VC ender, she's still not up there with Sakura, Charlie or Sagat in terms of VC potency.<br />Lets take a look at some of the more popular V-Characters and their transport speed.<br /><br />Nash, Sakura, Cody, Karin and Sagat can all start a VC from one end of the screen and still reach the corner to land their aerial set-up. With Cammy's current VCs (standing Strong-> whiffed Spiral and the Veteran's VC), however, she will have great difficulty getting the opponent to the corner, without being in the centre of the stage or closer.middlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com0tag:blogger.com,1999:blog-1492870439393417613.post-50271321789989053452008-01-02T10:23:00.000-08:002008-01-02T10:24:07.882-08:00Casino 22/12/07I was at Casino today. I jumped back and forth between V-Birdie, V-Charlie, A- and V-Claw,V-Cody, A-Blanka, as well as V-Cammy. I hope I'm not spreading myself too thinly with this almost-jack-of-all-trades approach. With six characters? Well, not exactly, but it could make focusing on individual match-up problems that more, albeit slightly, difficult.<br />The problem of "Well, I don't seem to be doing well in this match, what about switching to another character" rears its head - something I want to avoid. Anyway, I had a successful run with V-Charlie against Hani's V-Akuma and X-Rolento. My A-Blanka managed to accumulate a 12-win streak Victor's RFI (room for improvement) A-Ryu.<br /><br />I've noticed that I'm fairly reluctant to use V-Cammy in casual play or against weaker players, and I'll only allow her appearance against the main arcade players or a tournament. Of course I want to use her as much as I can, but the faint pull of pride prevents me from doing so. Must fix this.<br /><br />I've started contacting players for the upcoming Super Versus Battle (love the name) 2008: Heat, TLK. I also managed to acquire the contact number of the now almost-legendary UK Street Fighter player: Damien.middlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com0tag:blogger.com,1999:blog-1492870439393417613.post-81481656109813804052008-01-02T09:48:00.000-08:002008-01-02T11:40:35.494-08:00Iron ManThanks to GIGA, I was able to view some of the recorded matches from this event. Though I must, unfortunately, admit that the overall level there was fairly low due the absence of a lot of the stronger players (IMX, 1up, Evil Guy, Hani), there were quite a few good matches on the disk.<br /><br />I'll give a run through my V-Cammy matches. At the time of Iron Man, I had not yet learned Cammy's far standing Strong-> whiffed Short Spiral Arrow VC-> standing Fierce-> Roundhouse Cannon Spike, or at the least, learned well it enough for it to be my primary use of the V-gauge; so for my main VC, I would used the Cannon Spike-> far Strong-> whiffed standing Roundhouse-> Spiral Arrow etc.<br /><br />middlekick VS Psi 1:<br /><br /><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/wB5iK6EVp34&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/wB5iK6EVp34&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object><br /><br />In general, I am far less confident doing moves and combos on my personal joystick than I am on an arcade cabinet. The discourse on playing with a personal joystick and playing on an arcade cabinet is worthy of a whole other diary entry, but for now, I just wanted to admit my lack of complete competence when playing with a console controller. Anyway, I was not impressed with my play; nothing really outstanding or noteworthy, just simple, safe controlling, with a few minor errors of judgement. This match does, however, manage to highlight what I've suspected for some time: A significant reduction of invincibility occurs after VC activation if followed by a Spiral Arrow. Recent attempts in Training Mode to activate - with a 100% full gauge - and Spiral Arrow through say, Ryu's Hadouken, have all ended with Cammy getting hit in every case. At time-frame 00:08, I albeit quite late, counter-activate and attempt to follow with an Arrow, ut end up trading against the Karin's Gurenken.<br /><br /><br />middlekick VS Psi 2:<br /><br /><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/qL5mbApVUj8&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/qL5mbApVUj8&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object><br /><br /><br />More of my luck and Psi's VC execution problems determining the outcome of this match.<br />Perhaps more use of the Cannon Spike as anti-air and more ground pressure, as opposed to jumping in, after a knock-down, would have made the match a lot more decisive.<br /><br /><br />middlekick VS Inspector:<br /><br /><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/x5-QFQuwDpY&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/x5-QFQuwDpY&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object><br /><br />I've played Inspector's A-Akuma in the arcade for years, so I was quite confident when I saw that he would be my opponent. However, what threw me, was Inspector's unusually defensive style. This is not to be mistaken for cowardice or a lack of confidence in his own ability, but a deliberate change in play-style, which for all intents and purposes amounts to a more calculating method of play. After realising this, I become a lot more nervous and unsure of myself, where few a embarrassing VC misses here and there, made the match a lot more tense and close.<br /><br /><br />middlekick VS Alan:<br /><br /><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/rb4Moh6ZzXM&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/rb4Moh6ZzXM&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object><br /><br />Another arcade veteran, though in the last few years his attendance has been non-existant so seeing him at Iron Man was yet another surprise. Turns out that he still plays occasionally on his PS2. <br />My lack of anti-Claw strategies and general experience really show here, with Cammy walking straight into nearly everything the Spaniard attacks with.<br />I did not try to counter his crouching Strong, which I now know loses to Cammy's far standing Fierce. The VC misses did not help either. First at 00:27, where a poorly judged Arrow shoots Cammy farther than I would have liked (I had not learned the cross-up Cannon Spike juggle, nor did I have the wits and reflexes to instead start the VC with a Cannon Spike) and causes the VC to fail; and then at 01:57, where I was sure that Alan would poke as I land from a jump, I misjudged the Spiral Arrow (Short Arrow-> Forward Arrow-> Cannon Spike would have done it) and ended up breaking the VC. Finally, after taking a gamble and deciding to stand up and Sac-hit Claw's (02:02) crouching Roundhouse barrage, I miss the wake-up Cannon Spike. Loser.<br /><br /><br />middlekick VS Vega V-ism:<br /><br /><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/mA2cE5rSIj8&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/mA2cE5rSIj8&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object><br /><br />For all intents an purposes, VV (Vivi?) has a deeper knowlege of Claw's VCs than Alan. However, conversely, Alan's Claw has years of experience, tournament experience at that, on his side. Anyway, some mediocre play here by me that slowly gets worse. Frustrating to watch.middlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com0tag:blogger.com,1999:blog-1492870439393417613.post-3389415870022370042008-01-02T09:01:00.001-08:002008-01-02T09:01:54.975-08:00Game center -I went to Casino today (31/11/07) and mostly played against Gary's A-Guy and Geejay's A-Gen.<br /><br />Gary's A-Guy.<br />He's a smart player, and for the most part uses Guy's weapons effectively. However, at times his poking is predictable which leaves him prone to Cammy's VC. He also fails to utilize Guy's far standing Strong as a poke, nor its ability to hit-confirm into the Level 3 Gourai Kyaku, an important tactic and tactical staple of most Japanese Guy veterans. I think the matches were quite even and close, but I believe I won more than I lost in today's games. He often uses a crouching Jab, which is then cancelled into Roundhouse Bushin Hurricane Kick, as his anti-air. This tactic was able to beat my jumping Roundhouse and jumping Fierce, even after I varied their timing by attacking early or late. However, an early jumping Strong was at times able to beats his crouching Jab anti-air.<br />He also uses Guy's large jump arc to jump over Cammy in an attempt to flee. Fortunately Cammy's quick foot-speed allows her to walk after Guy as he is landing and tag him with a standing Jab or a standing Strong (with the option of cancelling into a Roundhouse Cannon Spike). It is possible to also use a VC in this situation.<br /><br />Bushin Gourai Kyaku:<br />to land this, Gary will combo from a close standing Strong-> close Fierce chain. The Level 1 and Level 2 versions can be punished after blocking, although the Level 1 is easier to do this to. The Level 3 version is completely safe when blocked. <br /><br /><br />Geejay's A-Gen.<br />Geejay likes to remain in one style for a long time before switching to another. And while this allows him build up a familarity with the opponent which then allows him to mix-up to the opponent's expectations in another style, this approach limits Gen's tactical options and makes him a lot less fearsome, where the opponent only has to concentrate on fighting one style for a length of time.middlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com0tag:blogger.com,1999:blog-1492870439393417613.post-54793798410199087312008-01-02T08:59:00.002-08:002008-01-02T10:16:19.992-08:00Cannon Strike cross-up mix-up-Cannon Strike cross-up mix-up-<br /><br />After a close crouching Roundhouse, an anti-air Roundhouse Cannon Spike, or a (close) Roundhouse Spiral Arrow-><br /><br /><br />Option A: Whiffed Forward Cannon Strike-> crouching Short-> crouching Jab-> Roundhouse Cannon Spike<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoGMmI1DcArQaLYpuzW0C2satE2HrqNthUtTeX_U5pQ2r0HFV4HHTnY3PbgeXoxvU_FtS4o5maok6t9iqYe6T4yAp1Fs7yn_ByDcGxT3FIHgCfNYpxbRewMDpsUOpf1jqUCsV4KTMxlSE/s1600-h/Option+A1.PNG"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoGMmI1DcArQaLYpuzW0C2satE2HrqNthUtTeX_U5pQ2r0HFV4HHTnY3PbgeXoxvU_FtS4o5maok6t9iqYe6T4yAp1Fs7yn_ByDcGxT3FIHgCfNYpxbRewMDpsUOpf1jqUCsV4KTMxlSE/s320/Option+A1.PNG" border="0" alt=""id="BLOGGER_PHOTO_ID_5150940586187194050" /></a><br /><br /><br />Option B: Whiffed Short Cannon Strike-> crouching Short-> crouching Jab-> Roundhouse Cannon Spike<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_A60lSl6dDyWsP4KLyRhlCjFfzggRkL-2vPhURJ2Zc0KIcdAROesDMf-_77-jOib7dorb9cZ7vb7eeCPsOhno57to-kcvT6IcnwX1xVIkKv9futuapV2TkNhmZxQvmvCIBnD9dJfIPpI/s1600-h/Option+B.PNG"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_A60lSl6dDyWsP4KLyRhlCjFfzggRkL-2vPhURJ2Zc0KIcdAROesDMf-_77-jOib7dorb9cZ7vb7eeCPsOhno57to-kcvT6IcnwX1xVIkKv9futuapV2TkNhmZxQvmvCIBnD9dJfIPpI/s320/Option+B.PNG" border="0" alt=""id="BLOGGER_PHOTO_ID_5150944155305017074" /></a><br /><br /><br />Option C: Whiffed Forward or Short Cannon Strike-> kick throw<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHdnoj3Vnwgs7A1tU9DtyqOOhCTfLPuc_HAWeynxYCZPLknS318F6TBhaGoOIDHAlWj1eDC1AueKSh2B0Ar0c0Q2zhlkSqxUTGIigm-__Z4rTX3mTIW9QiDxDuCd2oHweqRshzu7tOAac/s1600-h/Option+C.PNG"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHdnoj3Vnwgs7A1tU9DtyqOOhCTfLPuc_HAWeynxYCZPLknS318F6TBhaGoOIDHAlWj1eDC1AueKSh2B0Ar0c0Q2zhlkSqxUTGIigm-__Z4rTX3mTIW9QiDxDuCd2oHweqRshzu7tOAac/s320/Option+C.PNG" border="0" alt=""id="BLOGGER_PHOTO_ID_5150944559031942914" /></a><br /><br /><br /><br />Option A has Cammy landing on the other side of the opponent, forcing them to change their blocking direction. In other words, it crosses up. This Cannon Strike is particularly difficult to judge whether it will cross up or not by both the opponent and the Cammy player!<br /><br />Option B does not cross up, but instead places Cammy in front of her opponent, where, were they to anticipate a cross-up and attempt to block, they would be blocking incorrectly; you might even be able to use a VC in this situation.<br /><br />Option C completely counters the enemy's blocking dilemma.middlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com0tag:blogger.com,1999:blog-1492870439393417613.post-54464930849311319122008-01-02T08:59:00.001-08:002008-01-02T08:59:53.074-08:00Cannon Spike high-low mix-upAfter a knock-down:<br /><br />A: whiffed Short Cannon Strike-> crouching Short-> crouching Jab-> Roundhouse Cannon Spike<br /><br />B: whiffed Short Cannon Strike-> kick throw<br /><br /><br />Option A is used against an opponent expecting to block a regular jumping attack as they wake up. In this case, you mix up by switching to a combo which must be blocked low, and is hit-confirmable.<br /><br />Option B is used when your know the opponent has anticipated your high-low mix-up, and has decided to block correctly. In this case you can throw them.middlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com0tag:blogger.com,1999:blog-1492870439393417613.post-17620801613269858642008-01-02T08:57:00.000-08:002008-01-02T09:51:55.946-08:00Manual Instant Overhead<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTcyNi6I6YaBQLD4BswcCFlru7_375vFGkPLtu15SdtJuPJUQrpkTkOFMRNdZZlrk2Z7_Be8djusw2DM2NUcWIC3lnlcxH2x5ljLov5D2YkH9SN4iOPNwSJTFZ-K6hL1gRqkDp0kKcEVs/s1600-h/Manual+Overhead.PNG"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTcyNi6I6YaBQLD4BswcCFlru7_375vFGkPLtu15SdtJuPJUQrpkTkOFMRNdZZlrk2Z7_Be8djusw2DM2NUcWIC3lnlcxH2x5ljLov5D2YkH9SN4iOPNwSJTFZ-K6hL1gRqkDp0kKcEVs/s320/Manual+Overhead.PNG" border="0" alt=""id="BLOGGER_PHOTO_ID_5150938086516227762" /></a><br />Cammy's vertical jumping Jab will hit crouching characters with a height of 72 "dots" or higher. This enables Cammy to use her overhead against the following characters:<br /><br />Sagat<br />Birdie<br />Sodom<br />Zangiefmiddlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com0tag:blogger.com,1999:blog-1492870439393417613.post-49482301630708931812008-01-02T08:44:00.000-08:002008-01-02T09:43:55.751-08:00Quick cancel VCVC2/3-> [Roundhouse Cannon Spike-> standing Strong-> whiffed Short Spiral Arrow] x N<br /><br /><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/2owi4-vpmb0&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/2owi4-vpmb0&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object><br /><br /><br /><br />There are two things to be aware of when performing this VC. This first, simply requires the cancel into the whiffed Spiral Arrow to be as fast as possible. The second point is to be aware that there is a certain "sweet spot" that you should aim for when cancelling the standing Strong from the Cannon Spike. Instead of juggling with the far standing Strong immediately after the Cannon Spike, you might delay this timing slightly, in order to hit the sweet spot. If you hit this part successfully, the opponent will juggle slightly higher than usual, netting more juggle time after the whiffed Spiral for your follow-up Cannon Spike to connect.middlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com0tag:blogger.com,1999:blog-1492870439393417613.post-57427363471747975062007-11-24T13:10:00.000-08:002007-11-24T18:15:54.082-08:00Cammy EvaluationReasons why V-Cammy is good choice for high-level play in SFA3:<br /><br />- long-ranged, damaging VCs, available in anti-air and anti-ground set-ups<br />- rapid-fire attacks, for hit-confirming.<br />- a damaging corner VC<br />- a good normal moveset: standing Roundhouse (guard damage), crouching Forward (reach), cross-up Short, crouching Strong and crouching Roundhouse<br />- a cross-up loop<br />- counter hit crouching Strong-> VC is an easy link<br />- a quick foot-speed<br />- a true anti-air in the form of her Roundhouse Cannon Spike, which lends itself to setting up okizeme<br />- a re-charge VC<br />- a method to escape meaty cross-ups<br />- can hold her own against the top tier (somewhat).<br />- can turtle wellmiddlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com0tag:blogger.com,1999:blog-1492870439393417613.post-22389380186271144842007-11-21T07:33:00.000-08:002007-11-21T08:13:29.010-08:00Sac-hit Part 2<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmNlmzHzpKIue6ZdjzhJUMXrlFkl_uAgJxe3W0bgZzF4SuQ6eXzhkkE8K2wDBH-bm0VLE_N_Podacw58VHSYQQhKdgZjqG_aHCLF0plzrArRT5BnTsy0ksAsGez6jVGuEHK2GJa8na9z0/s1600-h/1-frame2.PNG"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmNlmzHzpKIue6ZdjzhJUMXrlFkl_uAgJxe3W0bgZzF4SuQ6eXzhkkE8K2wDBH-bm0VLE_N_Podacw58VHSYQQhKdgZjqG_aHCLF0plzrArRT5BnTsy0ksAsGez6jVGuEHK2GJa8na9z0/s320/1-frame2.PNG" border="0" alt=""id="BLOGGER_PHOTO_ID_5135319287893810498" /></a><br />A step-by-step analysis of the above series of pictures.<br /><br />Picture 1: Sakura uses her close standing Fierce and cancels into her Fierce Shou Ken<br />Picture 2: Cammy is knocked down.<br />Picture 3: Sakura positions herself to land a deep cross-up as Cammy wakes up.<br />Picture 4: Sakura performs a meaty cross-up on Cammy, but as the initial frame of the Cannon Spike is invincible, Cammy avoids being hit and the cross-up misses.<br />Picture 5: Cammy is now airborne, and is in an ideal state to -- were Sakura's jumping Forward able to hit -- perform a regular Sac-hit escape.<br />Picture 6: Cammy performs the Cannon Spike away from Sakura. I think, if the Forward version of the Cannon Spike is used, Cammy launches herself well out of harm's way.middlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com0tag:blogger.com,1999:blog-1492870439393417613.post-39990189516504560182007-11-14T21:45:00.000-08:002007-11-14T22:02:14.946-08:00Combo MovieFinally got these down, in video form.<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dx7If3fZ7SkfXBLsbyQgQRtZv9X_8s1Rz7FTut_vqWn_05_ej4AzB55Fm8a2eTW8DfuLHPAOtmjb9dDGi1CNQ' class='b-hbp-video b-uploaded' frameborder='0'></iframe>middlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com0tag:blogger.com,1999:blog-1492870439393417613.post-77176451975933649612007-11-12T13:02:00.000-08:002007-11-12T19:23:35.966-08:00Re-charge, Sacrifice HitVC2-> Roundhouse Cannon Spike x 5 -> far standing Roundhouse-> whiffed Far standing Roundhouse-> jumping Forward-> crouch cancel-walk towards-> shadow jumping Forward hits-> crouch cancelled jumping Fierce x 4-> far standing Strong-> Roundhouse Cannon Spike.<br /><br />Enables Player 1 Cammy to re-charge the gauge to 40%. For Player 2, you must perform the following:<br /><br />VC2-> Roundhouse Cannon Spike x 5 -> far standing Roundhouse-> whiffed Far standing Roundhouse-> jumping Forward-> crouch cancel-walk-> shadow jumping Forward hits-> crouch cancel jumping Short-> crouch cancel-walk backwards-> vertical jumping Roundhouse-> crouch cancel jumping towards Roundhouse x 2-> far standing Strong-> Roundhouse Cannon Spike. This results in one less jumping attack (gauge value = 9), for about 35% of the gauge charged.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQhccGbG45F8le73PpCW1iLamoFdeaA4B0CCbZwPMFCZul08BJfTXZmf8ePnnvda0z_lxBf51gTWkOXK15WZYmTOt7xR3v5J2UH16S-eQVCOgb6NCnTpuOHCoIJCnz23kPxTwtqLaDqC8/s1600-h/sfa3000.png"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQhccGbG45F8le73PpCW1iLamoFdeaA4B0CCbZwPMFCZul08BJfTXZmf8ePnnvda0z_lxBf51gTWkOXK15WZYmTOt7xR3v5J2UH16S-eQVCOgb6NCnTpuOHCoIJCnz23kPxTwtqLaDqC8/s320/sfa3000.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5132095996234570498" /></a><br /><br /><br />Usefulness.<br /><br />At the time of writing, the combo has not been performed in a competive scenario. But it must be noted, that in Training Mode on the Fighter's Generation version of Street Fighter Zero 3, the dummy was unable to air recover from this combo on <span style="font-style:italic;">several</span> occasions. Obviously this VC needs a lot more exposure and testing for it to become as commonplace as Charlie and Sakura's post-VC set-ups, but so far, it looks promising. The Player 2 variation that I've come up with needs more modification as it is flawed in two ways: 1; upon completion not enough of the gauge is charged, and 2; does not leave the opponent cornered.<br /><br /><br /><br />- Sac-hit - <br />Or Sacrifice hit or Zero Frame Mid-air Waza (0フレ空中技):<br />Luckily, Cammy has access to such a move, and it is her Cannon Spike. However, this move does not have the same properties as other Sac-hit moves. Namely, the property of being airborne on its intial or start-up frame, in the way Ryu's Hurricane Kick is. Cammy becomes airborne on the first frame count after the move has been executed. So in theory, Cammy should not be able to use this as a Sac-hit because she is still grounded, and the move that makes contact with her - the cross-up, in this case - should place Cammy into a grounded hit-stun. But this does not happen, because the Cannon Spike is invincible from its initial frame till the fifth, causing the cross up to whiff.<br /><br />What is also unique to this type of Sac-hit, is that it is not really a Sac-hit at all. Because nearly all moves of this type require the waking-up opponent to be hit during their move, hence the name. Cammy's is different because when she uses the Cannon Spike as a wake-up attack, and in a Sac-hit fashion, she will kick into the air and travel away from the opponent, escaping unscathed.middlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com0tag:blogger.com,1999:blog-1492870439393417613.post-75199449564852109882007-11-03T08:31:00.000-07:002007-11-03T08:41:00.341-07:00UZ VIII<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEif9nCKSQ67EX8r2PUtPI9tnfUqO0rQZh3PuclSwztoiW0IVDItDbxfMkf10bDN4X6JtpKIrS3TdWPdrt-zj_n95-DwgOSZh56wBzJf74PpWUDNp-929_7PLgXfimKcRwej5LIP-ARt0BU/s1600-h/yosen_l.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEif9nCKSQ67EX8r2PUtPI9tnfUqO0rQZh3PuclSwztoiW0IVDItDbxfMkf10bDN4X6JtpKIrS3TdWPdrt-zj_n95-DwgOSZh56wBzJf74PpWUDNp-929_7PLgXfimKcRwej5LIP-ARt0BU/s320/yosen_l.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5128639483593416034" /></a><br /><br /><br /><br />http://www.a-cho.com/ac/sche.html<br /><br />japan's biggest street fighter zero 3 tournament. i am planing to go to this!middlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com0tag:blogger.com,1999:blog-1492870439393417613.post-83558308212174393472007-11-02T05:06:00.000-07:002007-11-02T05:35:36.693-07:00bread and butter<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAq0NCSSY6KA5fp8aEW-dMV9YfQFDdgxWwyIN8hWzkZZB8E4iiNOx533P8y18RI7NhH5lmRBPIzYynTkC7QP62OfKko9MACbomFTH07_tpwGx66KyBBkMHMWCSDimOrPa_92oSuECB-XQ/s1600-h/cammy1.png"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAq0NCSSY6KA5fp8aEW-dMV9YfQFDdgxWwyIN8hWzkZZB8E4iiNOx533P8y18RI7NhH5lmRBPIzYynTkC7QP62OfKko9MACbomFTH07_tpwGx66KyBBkMHMWCSDimOrPa_92oSuECB-XQ/s320/cammy1.png" alt="" id="BLOGGER_PHOTO_ID_5128213628996082978" border="0" /></a><br /><p><br /></p> <p><br /></p> <p><br /></p> <p><br /></p> <p><br /></p> <p><br /><br /></p> <p><br /></p> <p>after much dilly-dallying, i've settled on what should be cammy's main vcs.</p> <p>anti-ground #1:<br />roundhouse cannon spike-> far standing strong-> whiffed standing roundhouse-> spiral arrow-> roundhouse cannon spike [far standing strong-> whiffed short spiral arrow-> standing fierce-> roundhouse cannon spike] x n</p> <p>anti-ground #2:<br />spiral arrow-> roundhouse cannon spike [far standing strong-> whiffed short spiral arrow-> standing fierce-> roundhouse cannon spike] x n</p> <p>anti-air #1: standing fierce/far standing strong/far standing jab/close standing fierce-> cannon spike-> </p> <p>A: [roundhouse arrow-> standing roundhouse-> roundhouse cannon] x n<br />B: [far standing strong-> whiffed short spiral arrow-> standing fierce-> roundhouse cannon spike] x n<br />C: [far standing strong-> whiffed standing roundhouse-> spiral arrow-> roundhouse cannon spike ] x n. A or B preferably: sequence C is not that damaging and has a tendency to go slightly "off course", forcing you to adjust. not fun needed.</p> <p>starters:</p> <p>far standing fierce: standard starter. timing varies (how quickly you cancel into the cannon) depending on what you'll follow with. quickly for B, slightly slower for A. </p> <p>far standing strong you can land you anti-air vc for a lot farther away. the same timing rules as the FSF apply here.</p> <p>far standing jab: for when you need a quicker starter.</p> <p>close tanding fierce: juggles a lot higher than there, save perhpas the FSS. easier timing to follow with an arrow.</p> <p>the first vc works rather well against all characters except for birdie, cody and zangief, where the spiral arrow after the whiffed is a little unreliable in its hitting success rate. however, this will serve as anti-air too, but with the same problems against BZC. the cannon spike can be linked, which is particularly useful after a counter hit crouching strong (an excellent close-range attack, by the way). i've actually yet to land, counter hit crouching strong-> vc in an actual match, but i've come pretty close. it's something that i'm keen to implement into my game-play. more experience needed. blah, blah, blah.</p> <p>this vc is also quite flexible as it allows you to alter the sequence from the standing strong-> whiffed spiral set into the [spiral arrow-> standing roundhouse-> roundhouse cannon spike] x n. i'm not sure which of the two does more damage. check back later, but i don't think the difference is that much.</p> the second vc is mainly used when the first vc type is too far away to hit, and for BZC. due to its superior range (basically the distance of a roundhouse spiral arrow, which is a pretty damn lot), you can use your vc, or even just threaten with it, from a really far distance. at time you may have to vary the sequence, say, with forward spiral arrow-> short spiral arrow; or roundhouse spiral-> short or forward spiral. on the subject of the spiral arrow, there's a something to be aware when useing the roundhouse arrow. if used as a vc-starter and a counter to anticipated longish distanced pokes, be aware, because it is not unlikely for the arrow to hit with just the "knee" part of the move. sometimes this isn't so bad as all it amounts to is little timing adjustment on your part, so be ready for it. but what happened to me fairly recently was the knee part connected, but the opponent was too far away for the rest of the arrow to hit, which made me waste my gauge.middlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com0tag:blogger.com,1999:blog-1492870439393417613.post-59343415779454954812007-11-02T05:03:00.000-07:002007-11-23T18:27:43.597-08:00cammy<p>I've finally corrected the Hooligan Combination VC-finisher problem against Zangief and Birdie; all i had to do was use the Jab version of the move. Who would have thought, eh?</p> <p>I'm also getting better at the standing Strong-> whiffed Short Spiral Arrow VC. I am going to need this VC, if i am to beat even mediocre Zangief players.</p> <p>I played against Geejay's A-Gen last week. Cammy's crouching strong seemed to be very useful here, dominating a lot of his pokes. It also reminded me of a certain Gen-vs-Guy match, most likely from YouTube, where the Guy player would deliberately and invariably whiff crouching Strongs but counter, at least 70% of the time, all Gen's normal ground moves. </p>middlekickhttp://www.blogger.com/profile/07316187216462941583noreply@blogger.com0