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
Saturday, 10 May 2008
-- 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.
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.
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