Friday, 2 November 2007

bread and butter










after much dilly-dallying, i've settled on what should be cammy's main vcs.

anti-ground #1:
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

anti-ground #2:
spiral arrow-> roundhouse cannon spike [far standing strong-> whiffed short spiral arrow-> standing fierce-> roundhouse cannon spike] x n

anti-air #1: standing fierce/far standing strong/far standing jab/close standing fierce-> cannon spike->

A: [roundhouse arrow-> standing roundhouse-> roundhouse cannon] x n
B: [far standing strong-> whiffed short spiral arrow-> standing fierce-> roundhouse cannon spike] x n
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.

starters:

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.

far standing strong you can land you anti-air vc for a lot farther away. the same timing rules as the FSF apply here.

far standing jab: for when you need a quicker starter.

close tanding fierce: juggles a lot higher than there, save perhpas the FSS. easier timing to follow with an arrow.

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.

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.

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.

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