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== Special Moves == | == Special Moves == | ||
''' | '''Horizontal Boomerang Throw''' | ||
*Quarter Circle Forward + Slash | *Quarter Circle Forward + Slash | ||
**The slash used determines the length Cham Cham throws the boomerang. It also determines the start up time before the boomerang is tossed. The A version goes about half the screen, has the least start up, and the least recovery time. The B version goes nearly full screen, has moderate start up, and moderate recovery time. The AB version goes well past full screen distance (it goes off the screen), has the longest start up, and the longest recovery time (making the AB version basically useless). The Boomerang Throw goes through all projectiles (except itself) and cancels all pet attacks. While the boomerang is traveling, Cham Cham is considered weaponless and will take blocked damage from weapon slashes. | |||
**You will almost exclusively stick with the B version of the Horizontal Boomerang Throw. The A version does not travel far enough, and the AB version is just unnecessary as the B version travels just about full screen without the awfully slow start up and recovery. Use the Horizontal Boomerang throw when you see them throw a laggy projectile from far away (Charlotte, Haohmaru, Galford, Hanzo, Nicotinie, etc.) or when you predict they will throw a quick release fireball (Jubei and Gen-An's Poison Puffs). Also throw a meaty boomerang over an opponent's body as they get up for a safe full screen tick of damage. | |||
''' | '''Vertical Boomerang Throw''' | ||
*Quarter Circle Back + Slash | *Quarter Circle Back + Slash | ||
**The slash used determines the height and angle the boomerang is thrown. Like the Horizontal Boomerang Throw, the A version as the smallest horizontal range, quickest start up, and quickest recovery while the AB version has the largest horizontal range (almost full screen), longest start up, and longest recovery. Although this is supposed to be an anti-air move, it's too slow to be used on reaction. And the awkward angle at which Cham Cham throws the boomerang allows certain jump attacks to avoid it completely. Thus the Vertical Boomerang Throw is best used as anticipation to an opponent jumping. Use it when they start taking to the air predictably or when you just feel they will jump (like Ukyo jumping up to do air Swallow Swipes), and remember to use the correct angle version. While the boomerang is in the air, Cham Cham is considered weaponless and will take blocked damage from weapon slashes. | |||
''' | '''Paku Paku Charge''' | ||
*Half Circle Back + C | *Half Circle Back + C | ||
**Cham Cham will order Paku Paku to rush at the enemy. It must be blocked low and travels at a decent speed. While Paku Paku is charging at the opponent, Cham Cham is very vulnerable since she continues to point for a long time. It is best used from full screen distance when you think they will jump and land on the monkey. Otherwise, up close it leaves her too vulnerable and Paku Paku doesn't travel fast enough or do enough damage to punish mistakes. | |||
''' | '''Paku Paku Skull Throw''' | ||
*Half Circle Back + D | *Half Circle Back + D | ||
**Cham Cham will order Paku Paku to throw a skull projectile. The skull projectile travels very slowly, but it does go full screen. Since it's very easy to avoid and see coming, there is not much use for this move. There is start up on it, and Cham Cham is still as vulnerable as ever while she's pointing. Plus her B Horizontal Boomerang is the better projectile as it does more damage and negates oncoming fireballs in the process. Still the Paku Paku Skull Throw is sometimes good just to mess with people's jumping timing when they were expecting a Boomerang Throw instead, just don't use it too often. | |||
'''Paku | |||
'''Paku Paku Rising Explosion Fireball''' | |||
*Half Circle Back + CD | *Half Circle Back + CD | ||
**The most useful of the Paku Paku moves. Cham Cham will order Paku Paku to spit a fireball on the ground in front of him which explodes into a giant rising fireball. This move does extreme chip damage and is best used right on top of someone getting up since there is too much start up to do at any other time. Even if blocked, there is slight recovery time afterwards, so quick long ranged attacks can still reach her. Paku Paku Rising Explosion Fireball can't be used as a reactionary anti-air because of its start up, but from far away you can throw them out to shield you from opponents who you think will jump forward to get closer to you. | |||
'''Super Deformed Baby Doll''' | |||
*Half Circle Back, Down, Down-Back + C | |||
**Cham Cham will turn into a cute doll. She cannot be thrown, but she can be hit out of it. Cancel this move by pressing BC. | |||
''' | '''Jumping Scratch''' | ||
* | *Quarter Circle Forward + Kick | ||
**This is Cham Cham's most important attack and her entire game will revolve around your skilled use of this move. The move has very high priority versus all other attacks. Very few moves will counter it clean, and at worst you will trade hits. Also, the recovery time on the C and D Jumping Scratch is deceptively small, setting them up for an easy throw or another Jumping Scratch. Her hit box is very large too, and you can hit with the absolute very tip of her roll animation and bounce back to safety. | |||
**The C version travels about 1/3 of the screen and causes her to bounce back to her original position when blocked. The D version travels 2/3 of the screen and causes her to bounce back a little farther than where the C version would've put her. The CD version travels full screen, but causes her to bounce straight up above the enemy if blocked. | |||
**Use this to annoy, counter, and confuse. For annoyance, remember that the recovery time on the C and D versions is very small. Very often, a blocked C or D Jumping Scratch will allow you to throw them upon your landing. Even the CD version can set up a throw, as a blocked CD Jumping Scratch makes you bounce right above them, so you land right next to them when you reach the ground. For countering, a Jumping Scratch can catch them if you predict them throwing a projectile; you'll sail over the projectile and do more damage than if you had boomeranged through it. You can also anti-air with the Jumping Scratch. Meeting them in the air with a Jumping Scratch usually beats out anything in they can do in the air, and it's especially good if you catch them jumping backwards. | |||
**For confusion, the best part of the Jumping Scratch is that it CROSSES UP! Depending on your position, you can hit the opponent from behind and force them to have blocked backwards. It is absolutely CRUCIAL that you learn what distance will result in a Jumping Scratch cross up because it is probably the single most dangerous part of Cham Cham's strategy. If you're constantly mixing up regular Jumping Scratches with cross up ones, it becomes very difficult to determine what side you will be land on. It's basically an ambiguous cross up that can lead to a throw if blocked in either case. Learn to use this move like second nature! | |||
== Super Moves == | == Super Moves == |
Revision as of 02:54, 15 May 2008
Introduction
Moves List
Normal Moves
A Slash
Crouching (far)
- A really quick claw swipe. In panic situations, this can be used in rapid succession to avoid being thrown. Whenever you are too close to your opponent and need a breather, crouching A claw swipes are your best bet to keep them away.
Crouching (close)
- A low elbow attack used in a similar fashion to the close version.
Standing (far)
- A standing quick claw swipe. Used similar to the crouching versions. Since all have the same basic effect, to keep them out when they get too close, stick with the crouching versions instead because the standing versions leave her vulnerable low.
Standing (close)
- A standing elbow attack.
Jumping
- An air version of her crouching A. It has good priority over other jump attacks, but it lacks range and damage. Cham Cham shouldn't be meeting people in the air much with her slashes anyway.
B Slash
Crouching
- A low boomerang swipe. Decent speed as far as slashes are concerned, but the range is only so-so. Good safe poke to keep people away from you.
Standing
- A standing boomerang swipe. Like the crouching version, it has only mediocre range, but it's fast, so if you need to really quickly punish something, it's a good choice.
Jumping
- A jumping swipe with the boomerang. Nothing special, not worth using.
AB Slash
Crouching (far)
- Cham Cham will toss her boomerang on the ground a short distance from her. This attack hits low so you can use it to catch opponents who are standing. It can hit 2 times depending on the distance. It has good range, but its slow on release and very slow recovering, so use it mostly for punishing laggy mistakes.
Crouching (close)
- Cham Cham will flip with the boomerang. Be very careful about this move because sometimes it comes out when you want the far version instead. Dizzy punisher is basically the only practical use for this move.
Standing (far)
- Cham Cham will toss her boomerang a short distance from her. This attack is virtually the same as the crouching far version, but it does not hit low. It is a mistake punisher only, because it is very slow on release and recovery to throw out in any other situation.
Standing (close)
- Uppercut boomerang, similar to the crouching close version but without the flip. You would think it would act as a good anti-air, but it isn't. Again, be careful of it coming out when you wanted the far version instead.
Jumping
- Cham Cham will slash upwards with her boomerang. This is very good for meeting people in the air and countering characters whose jump in attacks don't extend below them (when I say extend below them, I mean attacks like Charlotte's jumping AB or Ukyo's jumping AB slash). It's basically an anti-air of sorts, but it's not as good as Nakoruru's. It's not a very good for starting combos since she swings the boomerang from down to up; thus you must hit VERY deep if you want to jump in with it.
C Kick
Crouching
- A short ranged crouching kick. Use it to stop enemies from advancing on you. Use to get some breathing room like the crouching A claw swipes.
Standing
- A short ranged standing kick. Not too useful.
Jumping
- Cham Cham will jump in with her butt. It does piddly little damage, but it has good air priority.
D Kick
Crouching
- Like the C, only slightly slower. No real use.
Standing
- Like C, only slightly slower. No real use.
Jumping
- Like C, only slightly slower.
CD Kick
Crouching
- A very quick slide. This move is very important in your ground game because it is very fast, covers a lot of ground, and recovers quickly. Use this to catch those standing off guard and set up her Jumping Scratch cross up game.
Standing
- A handstand kick. The computer seems to use this as an anti-air move better than I can. As such, I think it's too slow on release to be a reliable anti-air, and too slow on recovery to be used often. Not a useful move IMO.
Jumping
- A somersault kick. It looks nice, but I don't find it very useful.
Throws
Back Scratcher
- Forward + B, AB, D or CD
Leaping Scratch
- Quarter Circle Forward + Kick
Special Moves
Horizontal Boomerang Throw
- Quarter Circle Forward + Slash
- The slash used determines the length Cham Cham throws the boomerang. It also determines the start up time before the boomerang is tossed. The A version goes about half the screen, has the least start up, and the least recovery time. The B version goes nearly full screen, has moderate start up, and moderate recovery time. The AB version goes well past full screen distance (it goes off the screen), has the longest start up, and the longest recovery time (making the AB version basically useless). The Boomerang Throw goes through all projectiles (except itself) and cancels all pet attacks. While the boomerang is traveling, Cham Cham is considered weaponless and will take blocked damage from weapon slashes.
- You will almost exclusively stick with the B version of the Horizontal Boomerang Throw. The A version does not travel far enough, and the AB version is just unnecessary as the B version travels just about full screen without the awfully slow start up and recovery. Use the Horizontal Boomerang throw when you see them throw a laggy projectile from far away (Charlotte, Haohmaru, Galford, Hanzo, Nicotinie, etc.) or when you predict they will throw a quick release fireball (Jubei and Gen-An's Poison Puffs). Also throw a meaty boomerang over an opponent's body as they get up for a safe full screen tick of damage.
Vertical Boomerang Throw
- Quarter Circle Back + Slash
- The slash used determines the height and angle the boomerang is thrown. Like the Horizontal Boomerang Throw, the A version as the smallest horizontal range, quickest start up, and quickest recovery while the AB version has the largest horizontal range (almost full screen), longest start up, and longest recovery. Although this is supposed to be an anti-air move, it's too slow to be used on reaction. And the awkward angle at which Cham Cham throws the boomerang allows certain jump attacks to avoid it completely. Thus the Vertical Boomerang Throw is best used as anticipation to an opponent jumping. Use it when they start taking to the air predictably or when you just feel they will jump (like Ukyo jumping up to do air Swallow Swipes), and remember to use the correct angle version. While the boomerang is in the air, Cham Cham is considered weaponless and will take blocked damage from weapon slashes.
Paku Paku Charge
- Half Circle Back + C
- Cham Cham will order Paku Paku to rush at the enemy. It must be blocked low and travels at a decent speed. While Paku Paku is charging at the opponent, Cham Cham is very vulnerable since she continues to point for a long time. It is best used from full screen distance when you think they will jump and land on the monkey. Otherwise, up close it leaves her too vulnerable and Paku Paku doesn't travel fast enough or do enough damage to punish mistakes.
Paku Paku Skull Throw
- Half Circle Back + D
- Cham Cham will order Paku Paku to throw a skull projectile. The skull projectile travels very slowly, but it does go full screen. Since it's very easy to avoid and see coming, there is not much use for this move. There is start up on it, and Cham Cham is still as vulnerable as ever while she's pointing. Plus her B Horizontal Boomerang is the better projectile as it does more damage and negates oncoming fireballs in the process. Still the Paku Paku Skull Throw is sometimes good just to mess with people's jumping timing when they were expecting a Boomerang Throw instead, just don't use it too often.
Paku Paku Rising Explosion Fireball
- Half Circle Back + CD
- The most useful of the Paku Paku moves. Cham Cham will order Paku Paku to spit a fireball on the ground in front of him which explodes into a giant rising fireball. This move does extreme chip damage and is best used right on top of someone getting up since there is too much start up to do at any other time. Even if blocked, there is slight recovery time afterwards, so quick long ranged attacks can still reach her. Paku Paku Rising Explosion Fireball can't be used as a reactionary anti-air because of its start up, but from far away you can throw them out to shield you from opponents who you think will jump forward to get closer to you.
Super Deformed Baby Doll
- Half Circle Back, Down, Down-Back + C
- Cham Cham will turn into a cute doll. She cannot be thrown, but she can be hit out of it. Cancel this move by pressing BC.
Jumping Scratch
- Quarter Circle Forward + Kick
- This is Cham Cham's most important attack and her entire game will revolve around your skilled use of this move. The move has very high priority versus all other attacks. Very few moves will counter it clean, and at worst you will trade hits. Also, the recovery time on the C and D Jumping Scratch is deceptively small, setting them up for an easy throw or another Jumping Scratch. Her hit box is very large too, and you can hit with the absolute very tip of her roll animation and bounce back to safety.
- The C version travels about 1/3 of the screen and causes her to bounce back to her original position when blocked. The D version travels 2/3 of the screen and causes her to bounce back a little farther than where the C version would've put her. The CD version travels full screen, but causes her to bounce straight up above the enemy if blocked.
- Use this to annoy, counter, and confuse. For annoyance, remember that the recovery time on the C and D versions is very small. Very often, a blocked C or D Jumping Scratch will allow you to throw them upon your landing. Even the CD version can set up a throw, as a blocked CD Jumping Scratch makes you bounce right above them, so you land right next to them when you reach the ground. For countering, a Jumping Scratch can catch them if you predict them throwing a projectile; you'll sail over the projectile and do more damage than if you had boomeranged through it. You can also anti-air with the Jumping Scratch. Meeting them in the air with a Jumping Scratch usually beats out anything in they can do in the air, and it's especially good if you catch them jumping backwards.
- For confusion, the best part of the Jumping Scratch is that it CROSSES UP! Depending on your position, you can hit the opponent from behind and force them to have blocked backwards. It is absolutely CRUCIAL that you learn what distance will result in a Jumping Scratch cross up because it is probably the single most dangerous part of Cham Cham's strategy. If you're constantly mixing up regular Jumping Scratches with cross up ones, it becomes very difficult to determine what side you will be land on. It's basically an ambiguous cross up that can lead to a throw if blocked in either case. Learn to use this move like second nature!
Super Moves
Lion Rush
- Forward, Half Circle Forward + A