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== Combos/Infinites == | == Combos/Infinites == | ||
Beginner | |||
1) C.LK , C.HK XX Cannon Drill (OTG) | |||
2) J.HP , S.HP XX Spin Drive Smasher | |||
3) Have enemy in corner. D.S.LK , S.HK XX HK-Cannon Spike | |||
4) Killer Bee Assault , C.MK (OTG) XX Cannon Drill | |||
5) Killer Bee Assault, Spin Drive Smasher (OTG) | |||
Intermediate | |||
1) J.LP , J.HP , C.LK , C.MK XX Spin Drive Smasher | |||
2) J.LP , J.LK , J.HP , D.S.LP , S.MP , S.HP XX | |||
HK-Cannon Drill | |||
3) J.LP , J.LK , J.HK , D.S.LK , S.HK SJ SJ.LP , | |||
SJ.LK , SJ.MP , SJ.HP XX Cannon Drill | |||
4) Have enemy in corner. J.LP , J.LK XX LK-Cannon Drill , C.LK | |||
(OTG) , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.HP XX | |||
Cannon Drill | |||
5) Have enemy close to being in the corner. J.LP , J.LK , J.HK | |||
, D.S.LK , S.MP , S.HP XX Spin Dive Smasher, C.LK (OTG) , | |||
S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.HP , | |||
SJ.HK (FS) | |||
**Note: You must do the C.LK (OTG) the INSTANT the enemy hits the floor. | |||
Any earlier or later will cause you to miss. | |||
6) J.LP , J.LK , J.MP , J.LP , J.LK , J.MP XX LK- | |||
Cannon Drill , C.LK (OTG) , S.HK SJ SJ.LP , SJ.LK , | |||
SJ.MP , SJ.HP XX Cannon Drill | |||
**Note: Basically, you connect two jumps together at the beginning. The | |||
second one, you are hitting the enemy on your way UP in your jump. | |||
In between jumps, however, you HAVE to take at LEAST half a step | |||
and then jump IMMEDIATELY with a LP. | |||
7) J.HP , J.HK , D.C.LK , S.HK SJ SJ.MP, SJ.LP | |||
, SJ.LK , SJ.MP , SJ.MK , SJ.HP , SJ.HK (FS) | |||
**Note: After the S.HK connects, delay your Super Jump about half | |||
a second. Then, hit MP immediately when you leave the floor. | |||
After it finishes, link a SJ.LP and go for the whole six button | |||
Zigzag chain. THIS IS CAMMY'S BEST AIR COMBO and should definitely | |||
be learned. It works anywhere on the screen. | |||
8) Against only the three light characters: J.LP , J.LK , J.HK | |||
, D.S.LK , S.HK SJ SJ.LP , SJ.LK , SJ.MP, SJ.LP , | |||
SJ.LK , SJ.MP SJ DJ.LP , DJ.LK , DJ.MP , DJ.HK | |||
(FS) | |||
Expert | |||
1) J.LP , J.LK , J.MP , D.S.LP , S.MK , S.HK SJ | |||
SJ.MP, SJ.LP , SJ.LK , SJ.MP , SJ.MK , SJ.HP , | |||
SJ.HK (FS), SJ.HK (FS) , J.LP , J.LK , J.MP , | |||
J.HP , J.HK (FS) , C.LK , C.MP , S.HK | |||
2) Against taller characters in the corner. J.LP , J.LK , J.MP , | |||
D.S.LP, S.LP, S.LP, S.LP, J.LP , J.LK , J.MP XX LK-Cannon | |||
Drill , C.LK (OTG) , S.HK SJ SJ.MP, SJ.LP , SJ.LK , | |||
SJ.MP , SJ.MK , SJ.HP , SJ.HK (FS), SJ.HK | |||
(FS) , J.LP , J.LK , J.MP , J.MK , J.HP , | |||
J.HK (FS) , S.LP , S.HK | |||
**Note: Dash when you land with the LP. Keep holding Towards on the | |||
controller and link each LP one after another. Then, quickly | |||
link in a J.LP. You may be able to squeeze more S.LPs in if you | |||
are quick! On the six-hit Jumping Chain at the end, try to time | |||
the hits slower than normal, but not too slow, or the J.HP will | |||
miss. | |||
3) Have enemy in corner. J.LP , J.LK , J.HP , D.S.LP , | |||
S.HK SJ SJ.MP, SJ.LP , SJ.MP, SJ.LP , (SJ.MP ,) | |||
SJ.HP, SJ.HP , S.LP , S.HK SJ SJ.MP, SJ.LP , | |||
SJ.MP, SJ.LP , SJ.HP XX LK-Cannon Strike | |||
**Note: This can also be used as an alternate Air Combo sequence to Cammy's | |||
Relaunching Infinite on David Dial's site. Against smaller | |||
characters (Ryu and below), skip the SJ.MP in parentheses. Oh, | |||
and Linking the two SJ.HPs can be tricky, so just practice. | |||
Also, delay your Super Jump after the FIRST Launch, but do NOT | |||
delay it in any of the subsequent Relaunches. | |||
= Match-ups = | = Match-ups = |
Revision as of 18:29, 5 January 2016
Introduction
Cammy is a soldier with no memory and serves M. Bison is his goals to rule the world.
Moves List
Normal Moves
Special Moves
Cannon Drill (also in air) | {{#motion: qcf + K}} |
Cannon Spike | {{#motion: dp + K}} |
Spinning Knuckle | {{#motion: qcf + P}} |
Thrust Kick (in air) | {{#motion: qcb + K}} |
Cannonball Jump | {{#motion: qcb + K, ( Mp + Mk ) or ( Hp + Hk )}} |
Cannon Spike Counter | {{#motion: qcb + P}} |
Super Moves
Spin Drive Messher | {{#motion: qcf + K K}} |
Killer Bee Sting (also in air) | {{#motion: qcb + K K}} |
The Basics
Advanced Strategy
Combos/Infinites
Beginner 1) C.LK , C.HK XX Cannon Drill (OTG) 2) J.HP , S.HP XX Spin Drive Smasher 3) Have enemy in corner. D.S.LK , S.HK XX HK-Cannon Spike 4) Killer Bee Assault , C.MK (OTG) XX Cannon Drill 5) Killer Bee Assault, Spin Drive Smasher (OTG)
Intermediate 1) J.LP , J.HP , C.LK , C.MK XX Spin Drive Smasher 2) J.LP , J.LK , J.HP , D.S.LP , S.MP , S.HP XX
HK-Cannon Drill
3) J.LP , J.LK , J.HK , D.S.LK , S.HK SJ SJ.LP ,
SJ.LK , SJ.MP , SJ.HP XX Cannon Drill
4) Have enemy in corner. J.LP , J.LK XX LK-Cannon Drill , C.LK
(OTG) , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.HP XX Cannon Drill
5) Have enemy close to being in the corner. J.LP , J.LK , J.HK
, D.S.LK , S.MP , S.HP XX Spin Dive Smasher, C.LK (OTG) , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.HP , SJ.HK (FS) **Note: You must do the C.LK (OTG) the INSTANT the enemy hits the floor. Any earlier or later will cause you to miss.
6) J.LP , J.LK , J.MP , J.LP , J.LK , J.MP XX LK-
Cannon Drill , C.LK (OTG) , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.HP XX Cannon Drill **Note: Basically, you connect two jumps together at the beginning. The second one, you are hitting the enemy on your way UP in your jump. In between jumps, however, you HAVE to take at LEAST half a step and then jump IMMEDIATELY with a LP.
7) J.HP , J.HK , D.C.LK , S.HK SJ SJ.MP, SJ.LP
, SJ.LK , SJ.MP , SJ.MK , SJ.HP , SJ.HK (FS) **Note: After the S.HK connects, delay your Super Jump about half a second. Then, hit MP immediately when you leave the floor. After it finishes, link a SJ.LP and go for the whole six button Zigzag chain. THIS IS CAMMY'S BEST AIR COMBO and should definitely be learned. It works anywhere on the screen.
8) Against only the three light characters: J.LP , J.LK , J.HK
, D.S.LK , S.HK SJ SJ.LP , SJ.LK , SJ.MP, SJ.LP , SJ.LK , SJ.MP SJ DJ.LP , DJ.LK , DJ.MP , DJ.HK (FS)
Expert 1) J.LP , J.LK , J.MP , D.S.LP , S.MK , S.HK SJ
SJ.MP, SJ.LP , SJ.LK , SJ.MP , SJ.MK , SJ.HP , SJ.HK (FS), SJ.HK (FS) , J.LP , J.LK , J.MP , J.HP , J.HK (FS) , C.LK , C.MP , S.HK
2) Against taller characters in the corner. J.LP , J.LK , J.MP ,
D.S.LP, S.LP, S.LP, S.LP, J.LP , J.LK , J.MP XX LK-Cannon Drill , C.LK (OTG) , S.HK SJ SJ.MP, SJ.LP , SJ.LK , SJ.MP , SJ.MK , SJ.HP , SJ.HK (FS), SJ.HK (FS) , J.LP , J.LK , J.MP , J.MK , J.HP , J.HK (FS) , S.LP , S.HK **Note: Dash when you land with the LP. Keep holding Towards on the controller and link each LP one after another. Then, quickly link in a J.LP. You may be able to squeeze more S.LPs in if you are quick! On the six-hit Jumping Chain at the end, try to time the hits slower than normal, but not too slow, or the J.HP will miss.
3) Have enemy in corner. J.LP , J.LK , J.HP , D.S.LP ,
S.HK SJ SJ.MP, SJ.LP , SJ.MP, SJ.LP , (SJ.MP ,) SJ.HP, SJ.HP , S.LP , S.HK SJ SJ.MP, SJ.LP , SJ.MP, SJ.LP , SJ.HP XX LK-Cannon Strike **Note: This can also be used as an alternate Air Combo sequence to Cammy's Relaunching Infinite on David Dial's site. Against smaller characters (Ryu and below), skip the SJ.MP in parentheses. Oh, and Linking the two SJ.HPs can be tricky, so just practice. Also, delay your Super Jump after the FIRST Launch, but do NOT delay it in any of the subsequent Relaunches.