Cham Cham (SS2): Difference between revisions

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===Throw Strategies===
===Throw Strategies===
*Cham Cham game basically revolves around her Jumping Scratches and throws. After any blocked Jumping Scratch that will make you land next to the enemy after you bounce off them (mostly from blocked cross up C Jumping Scratches or blocked CD Jumping Scratches), you should always try to throw them. You will get your throw off much more often than you think and it will frustrate your opponent to no end.
*Cham Cham game basically revolves around her Jumping Scratches and throws. After any blocked Jumping Scratch that will make you land next to the enemy after you bounce off them (mostly from blocked cross up C Jumping Scratches or blocked CD Jumping Scratches), you should always try to throw them. You will get your throw off much more often than you think and it will frustrate your opponent to no end.
*Run up throw is a very simple but effective strategy as well, especially because Cham Cham has one of the faster runs. When both of  
*Run up throw is a very simple but effective strategy as well, especially because Cham Cham has one of the faster runs. When both of you are just pacing back and forth at around half screen distance apart, sometimes you should just run up to them and try to land a throw. You'll land it more often than you should, I promise. Remember after every throw (except in the corner), you set up the perfect distance to throw a Paku Paku Rising Explosion Fireball for free chip damage as they get up.
you are just pacing back and forth at around half screen distance apart, sometimes you should just run up to them and try to land a throw. You'll land it more often than you should, I promise. Remember after every throw (except in the corner), you set up the perfect distance to throw a Paku Paku Rising Explosion Fireball for free chip damage as they get up.


===Slide Strategies===
===Slide Strategies===

Revision as of 03:09, 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
    • Cham Cham will grab her opponent, lie on her back, and scratch the hell out of them. This is her only throw and it above average damage for a throw. The main disadvantage is that it charges your opponents POW bar really fast. It is an integral part of her mix up game.

Taunts

  • AC or BD when 1/3 screen away or farther from opponent AC taunt will cause Cham Cham to scratch her ears with her feet like a dog. The BC taunt will cause Cham Cham to stretch and meow like a cat. You can cancel both taunts by pressing BC.

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

Metabolie Attack

  • Forward, Half Circle Forward + A
    • A.K.A. Beast Rush. This is Cham Cham's POW move. She turns into a giant beast-like form of herself and rushes across the screen toward your opponent. This is best used to catch a jumping opponent who is still in the air. Like all POW moves, if it connects, it will break your opponent's weapon.
    • This is NOT one of the better POW moves. First, the start up in the beginning when she grows large is long enough to see it coming. Therefore it's best only to use when they are already in the air (like jumping back). Second, it is very easy to hit her out of the move as it has no invincibility frames at all. A simple projectile or extending slash will knock her right out of it. And lastly, she has horrendous recovery time on the move if blocked or not where she slowly transforms back to normal size. It is best to avoid using her POW move at all unless under surefire guaranteed-to-connect circumstances such as when they are dizzy.

The Basics

  • Mainly, you will be using her standing and crouching B slashes to poke. Her crouching A slashes to keep them off your back when they get dangerously close. Her CD slide to catch people off guard. And her AB slashes to punish mistakes. When appropriate, jumping AB to catch jumpers. Cham Cham relies much more on her special moves and throws to do the bulk of her damage.
  • Basically, you'll want to be ready to counter your opponent's mistakes at any time. Be specifically on the lookout for long range projectiles which will score you an easy B Horizontal Boomerang or Jumping Scratch. Pressure constantly by mixing up cross up Jumping Scratches and regular Jumping Scratches, landing with a throw attempt if either was blocked. And remember DON'T jump in a lot, but instead make your opponents come to you.

Advanced Strategy

Jumping Scratch Strategies

  • Unless your opponent is really looking for this move, it is really hard to stop. You generally want this move to cross up the opponent since it is really hard to tell what is a cross up Jumping Scratch and a regular Jumping Scratch. Once they learn to consistently block the cross up one, you should start switching to the regular version to mess them up and frustrate them. Two good distances to use this is after a maximum ranged blocked standing B slash or maximum ranged blocked CD slide. Both set up to choose between whether to do the cross up or not, and give you a good throw attempt when you land.
  • Jumping Scratches are pretty safe chippers too, even though they don't seem like it. It's because you bounce back to safety almost all the time. If they are down to their last pixels of health, and you need that one special move to chip them to death, C Jumping Scratches are probably your best bet because it comes out so fast and recovers so quickly. Just be careful that some characters CAN hit you on recovery (Haohmaru standing AB, Ukyo standing AB, etc.), but often times even those need to be meticulously timed and if mistimed will whiff and give you a free throw anyway.
  • One final, stylish use of the Jumping Scratch is the cross up Jumping Scratch vs. Rage Explosions. When an opponents POW bar fills up, they briefly pose for a second with full invincibility. During this time, you should time a meaty cross up Jumping Scratch to land on them the instant they come out of that pose. If timed right, this is very very difficult to stop. The timing is ultra difficult though, because too early will make you miss completely and too late will allow them enough time to have moved out of the way.

Boomerang Strategies

  • Despite it being her weapon, Cham Cham doesn't rely on her Boomerang Throws very much. The Horizontal Boomerang Throws are used primarily when you see them throw any kind of projectile for a free hit; and you will almost always be only using the B version. The Vertical Boomerang Throws are purely used in anticipation of them jumping in the air. You should toss a Vertical Boomerang only at half screen distance or farther since any closer will leave you much too vulnerable.
  • Whenever you score a long range Jumping Scratch that bounces you back to the other side of the screen, you should always throw a meaty Horizontal Boomerang on top of them as they're getting up for a free tick of blocked damage.

Paku Paku Rising Explosion Fireball Strategies

  • The best time to use this is after a successful throw, except in the corner (because their body is too close to yours for you to walk back in time to be at a safe distance). Time it so that they get up right when the fireball hits the ground and starts to rise. They will be forced to block and take tremendous blocked damage. But be careful that Cham Cham is still vulnerable afterwards to long range attacks. Against people with long range AB slashes, you can still attempt to chip them with Paku Paku Rising Explosion Fireball, but you must hit them with the very tip of the Rising Fireball, so you have to walk backwards a bit before throwing it out. You don't get nearly as much chip damage this way compared if you made them block right in the middle of the rising fireball; but this keeps you at a safer distance away to avoid their counter attacks.
  • Paku Paku Rising Explosion Fireballs are good when you are at a little past half screen and beyond too. They will basically shield you from an opponent trying to advance on you, and if you anticipated correctly, you can sometimes catch them trying to jump in and the fireball will nail them in the air. Just be very careful to take note of the start up this move has, and time it properly so that the opponent doesn't have time to roll or dash forward to escape and hurt you while you're pointing.

Throw Strategies

  • Cham Cham game basically revolves around her Jumping Scratches and throws. After any blocked Jumping Scratch that will make you land next to the enemy after you bounce off them (mostly from blocked cross up C Jumping Scratches or blocked CD Jumping Scratches), you should always try to throw them. You will get your throw off much more often than you think and it will frustrate your opponent to no end.
  • Run up throw is a very simple but effective strategy as well, especially because Cham Cham has one of the faster runs. When both of you are just pacing back and forth at around half screen distance apart, sometimes you should just run up to them and try to land a throw. You'll land it more often than you should, I promise. Remember after every throw (except in the corner), you set up the perfect distance to throw a Paku Paku Rising Explosion Fireball for free chip damage as they get up.

Slide Strategies

  • Cham Cham slide (crouching CD) is a very effective ground weapon. It is incredibly long ranged and the best part is she recovers very quickly from it. I cannot think of any attack off the top of my head that can hit a maximum ranged blocked slide. Since this move really catches people off guard, I try not to overly use it too often because then they will start looking for it. But whenever you see them standing around 1/3 screen distance away from you or closer, you should try to slide and knock them down, leading to a cross up Jumping Scratch attempt or Paku Paku Rising Explosion Fireball chip afterwards depending on the distance.
  • Another good mix up involving a slide is after they get thrown. Sometimes, after a successful throw and I attempt to do the Paku Paku Rising Explosion Fireball chip, I sometimes get the motion wrong and end up doing a standing CD instead. What happens is after the standing CD kick ends, I immediately CD slide afterwards and they usually end up getting knocked out of their attempt to punish the whiffed standing CD kick. So then I began purposely doing the whiffed standing CD kick after a successful throw in order to draw out their counter attempt which I am able to do a CD slide to knock them back.
  • Slides are a very useful tool for your ground game, and you should learn to implement them as a means to punish mistakes, advance forward, and set up your Jumping Scratch distances.

Metabolie Attack [POW move] Strategies

  • In general, don't use this. It's easy to see coming, easy to hit her out of it, and easy to punish when blocked. But when the opportunity presents itself, sometimes when you see them take to the air, you can quickly bust this move out and nail them while they are still airborne. Be careful of Ukyo who can still bust out an air Swallow Swipe fireball of his own.

Quick Fall Strategies

  • Quick fall is a technique I recently learned about that is really really useful to implement in your general gameplan. Basically, when you are hit out of the air and you were very low to the ground, you will drop to the ground VERY fast taking VERY LITTLE damage and be able to get up and recover in time to counter what knocked you down in the first place. This is especially important in the vs. Sieger fight where most of the time you want to intentionally jump and get hit by his Vulcan Arm Cannon so that you avoid the extreme block damage, making you fall down really quick and get up in time to nail him on recovery. This also applies to AB slashes as well. Against people like Haohmaru who whores his standing AB or Charlotte who whores her AB slashes, you can intentionally BC hop and get hit by their AB slash, only to quickly fall and get back up to hit them in their recovery, all the while taking piddly damage. It's hardly something to revolve your whole game around, but it's there for you to remember and use when needed.

Match-ups

Vs. Cham Cham (self):

Vs. Charlotte:

Vs. Earthquake:

Vs. Galford:

Vs. Gen-an:

Vs. Genjuro:

Vs. Hanzo:

Vs. Haohmaru:

Vs. Jubei:

Vs. Kyoshiro:

Vs. Nakoruru:

Vs. Nicotine:

Vs. Seiger:

Vs. Ukyo:

Vs. Wan-Fu: