Sunday, 26 December 2010

Chiba Ranking Battle Movies

November:



December:




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


Movie originally uploaded by Imakiti.

Punishing Guy's Bushin Gourai Kyaku Super after Guarding

Level 1.
This version is highly unsafe when blocked. Guy is left at an alarming -10, where
Cammy can easily punish.

Recommended action:
- close standing fierce (counter hit) -> Roundhouse Cannon Spike
- crouching Jab-> standing Jab Roundhouse Cannon Spike
- standing Jab (counter hit) -> Fierce Hooligan Combination-> Cross Scissors Pressure-> option select with crouching Roundhouse if he recovery rolls
- VC



Level 2.
The version leaves Guy at only -6 when blocked, but is still vulnerable to a few
Cammy combos.

Recommended action:
- crouching Jab (3F)-> standing Jab-> Roundhouse Cannon Spike
- close standing Strong (4F)-> Roundhouse Cannon Spike
- VC (5F)



Level 3.
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.

Recommended action:
One option is to use reversal timing and immediately perform a crouching Short.
This will beat any normal attack that Guy attempts to use after the Super. Since
Cammy's crouching Short executes in 4 frames and Guy is at -2, even his quickest
normal, his 3-frame crouching Jab, will lose to Cammy's Short. Guy might perhaps opt
to try his Forward Hurricane Kick. However, the move takes 13 frames to execute and
Cammy will be able to block the Hurricane Kick, if you reversal-timed correctly. A
warning: if your timing is off by a mere frame, Guy's crouching Jab will
counter-hit Cammy out of her crouching Short and will allow him to combo after into his standing Strong. Timing is crucial.




Action summary:
after blocking the Level 3 Super, use her crouching Short because:

- it beat any normal moves Guy attacks with, though unfortunately this will not be a counter hit
- Cammy will be safe if he performs an immediate Forward Hurricane Kick
- if Guy does none of the above, he is forced to block Cammy's crouching Short

Sunday, 7 September 2008

More notes and stuff

A non-counter hit standing strong as opponents starts a jump from very close then->

A: walk under and crouching Short-> crouching Jab-> Roundhouse Cannon Spike


B: walk under and throw them with the Frankensteiner (2 kick buttons)





C: try and feint the walking under and instead combo or throw them from the front





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.


Unblockable set-up (corner)-

Jumping Fierce-> close standing Fierce-> Roundhouse Cannon Spike->

If the opponent performs a recovery roll, punish them with a crouching Short-> crouching Jab-> Roundhouse Cannon Spike combo.

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:

VC2-> whiffed crouching Short x 5-> jumping Roundhouse-> Roundhouse Cannon Spike->



Notes:

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.


Far standing Jab (counter) -> Fierce Hooligan Combination VS Shoto hop kick. Does this work? Yes, it does!

VS the hop kick (senpuu kyaku) Cammy can:

- closer, far standing strong-> strong hooligan

- farther away, far standing strong-> fierce hooligan


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.



- Consider looking for a new P2 crouch cancel set-up? The current version is hard to execute with consistency.

- Practise the VC1 (17 frame) set-up
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.


Higher stun and higher damage version of the cross-up loop:

cross-up Short-> crouching Strong-> Roundhouse Spiral Arrow (2 hits) = 16 points stun.
List of characters for which the above loop will work on.

Blanka
E.Honda
Gouki*
Guy* (inconsistent; sometimes 3 hits, sometimes 4)
R.Mika
Zangief
Cody
Dhalsim
Charlie
Sodom*
Dan* (though strange cross-up timing)
Gen


**
crouching Strong-> Roundhouse Spiral Arrow when not preceded by a jumping attack will be a 2-hit combo against these characters.


Normal version of the loop:
Cross-up Short-> crouching Short-> Roundhouse Spiral Arrow (2 hits) = 14 points stun.

Saturday, 10 May 2008

--Standard VCs revisited--

Ground Start (VC2) :
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

Ground Start (VC2) :
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




Cannon Spike-Start (VC2) :
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

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

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




Anti-air start (VC2) :
[close standing Fierce-> Roundhouse Cannon Spike-> Spiral Arrow] x 3-> Spiral Arrow-> close standing Fierce-> Hooligan Combination. Damage: 84~91/144

-- 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.




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 almost as freely as say, Sakura or Charlie.

For Player 1, you can use the Player 2 sequence, or the following;

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.

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.

While this is all good news, its discovery led me to a rather subtle observation regarding Cammy's VCs, which is thus;
Cammy's VCs take a long time transporting the opponent to the corner. Not such a disaster you may think. Her VCs are damaging
enough - providing you land the Hooligan at the end - and she has a number of useful ways to initiate them.
However, even with this new VC ender, she's still not up there with Sakura, Charlie or Sagat in terms of VC potency.
Lets take a look at some of the more popular V-Characters and their transport speed.

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.

Wednesday, 2 January 2008

Casino 22/12/07

I 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.
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.

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.

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.

Iron Man

Thanks 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.

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.

middlekick VS Psi 1:



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.


middlekick VS Psi 2:




More of my luck and Psi's VC execution problems determining the outcome of this match.
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.


middlekick VS Inspector:



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.


middlekick VS Alan:



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.
My lack of anti-Claw strategies and general experience really show here, with Cammy walking straight into nearly everything the Spaniard attacks with.
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.


middlekick VS Vega V-ism:



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.

Game center -

I went to Casino today (31/11/07) and mostly played against Gary's A-Guy and Geejay's A-Gen.

Gary's A-Guy.
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.
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.

Bushin Gourai Kyaku:
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.


Geejay's A-Gen.
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.

Cannon Strike cross-up mix-up-

Cannon Strike cross-up mix-up-

After a close crouching Roundhouse, an anti-air Roundhouse Cannon Spike, or a (close) Roundhouse Spiral Arrow->


Option A: Whiffed Forward Cannon Strike-> crouching Short-> crouching Jab-> Roundhouse Cannon Spike




Option B: Whiffed Short Cannon Strike-> crouching Short-> crouching Jab-> Roundhouse Cannon Spike




Option C: Whiffed Forward or Short Cannon Strike-> kick throw





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!

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.

Option C completely counters the enemy's blocking dilemma.

Cannon Spike high-low mix-up

After a knock-down:

A: whiffed Short Cannon Strike-> crouching Short-> crouching Jab-> Roundhouse Cannon Spike

B: whiffed Short Cannon Strike-> kick throw


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.

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.

Manual Instant Overhead


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:

Sagat
Birdie
Sodom
Zangief

Quick cancel VC

VC2/3-> [Roundhouse Cannon Spike-> standing Strong-> whiffed Short Spiral Arrow] x N





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.