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{{MVC2 Character Subnav|char= cammy|full=CAMMY|short=CAM|sub=1}} | {{MVC2 Character Subnav|char= cammy|full=CAMMY|short=CAM|sub=1}} | ||
== Combos == | == Combos == | ||
'''Staple combos.''' | |||
c.lp, c.fp, /\ sj.lk, sj.mk, cannon drill(hk version) XX KBA | |||
c.lp, c.fp /\ sj.hk, cannon drill(hk version) XX KBA | |||
If your opponent doesn't roll after this combo you can dash-in and continue comboing. Because of damage scaling, it is best to go for a high amount of hits through her double jump combos than another KBA unless the amount of hits is low enough to make it worth it. | |||
Air resets | |||
c.lp, c.fp /\ sj.lp, sj.lk, sj.mp, double jump to the opposite side(reset occurs here), sj.lk sj.mk, cannon drill(hk version) XX KBA | |||
c.lp, c.fp /\ sj.lp, sj.mp,(pause), sj.lp, sj.mp double jump on the same side(reset occurs here), sj.lk sj.mk, cannon drill(hk version) XX KBA | |||
c.lp, c.fp /\ sj.lp, sj.lk, sj.mp, (without jumping, fall to the other side of the opponent) cannon drill(hk version), XX KBA | |||
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[[Category: Marvel Vs. Capcom 2]] | [[Category: Marvel Vs. Capcom 2]] |
Revision as of 17:16, 4 September 2024
Combos
Staple combos.
c.lp, c.fp, /\ sj.lk, sj.mk, cannon drill(hk version) XX KBA
c.lp, c.fp /\ sj.hk, cannon drill(hk version) XX KBA
If your opponent doesn't roll after this combo you can dash-in and continue comboing. Because of damage scaling, it is best to go for a high amount of hits through her double jump combos than another KBA unless the amount of hits is low enough to make it worth it. Air resets
c.lp, c.fp /\ sj.lp, sj.lk, sj.mp, double jump to the opposite side(reset occurs here), sj.lk sj.mk, cannon drill(hk version) XX KBA
c.lp, c.fp /\ sj.lp, sj.mp,(pause), sj.lp, sj.mp double jump on the same side(reset occurs here), sj.lk sj.mk, cannon drill(hk version) XX KBA
c.lp, c.fp /\ sj.lp, sj.lk, sj.mp, (without jumping, fall to the other side of the opponent) cannon drill(hk version), XX KBA