Street Fighter X Tekken/Cammy: Difference between revisions

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* Punish attempted grapples (especially on wakeup)
* Punish attempted grapples (especially on wakeup)
* To hit low during mixup


* To punish throw tech abuse
* To punish throw tech abuse
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--[[User:G. Henson|G. Henson]] 20:04, 19 July 2012 (UTC)
--[[User:G. Henson|G. Henson]] 20:04, 19 July 2012 (UTC)


=== Jump Canceling (JC) ===
=== Jump Canceling (JC) ===

Revision as of 20:52, 29 July 2012

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Cammy

Sfxt cammy face.jpg

Ideal Team Position: TBW


Cammy is a close range fighter with many tools at her disposal to get her in and to perform a decent mixup. She has lower-than-average-vitality, but boasts comboability (almost everything links), strength, speed, and tricks. In SFxT, she retains the Cannon Strike ability and she can one again perform TKCSes (Tiger Knee Cannon Strikes; requires meter) and she can also do non-meter instant Cannon Strikes using the same techniques in SSFIV. She has issues with defensive characters.

Strengths Weaknesses

{{{5}}}

{{{6}}}


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
lp
speccancel
rpdfire
Standing Medium Punch
mp
speccancel
Standing Hard Punch
hp
speccancel
Standing Light Kick
lk
speccancel
Standing Medium Kick
mk
Standing Hard Kick
hk
Close Light Punch
(near opponent) lp
speccancel
rpdfire
Close Medium Punch
(near opponent) mp
speccancel
Close Hard Punch
(near opponent) hp
speccancel
Close Light Kick
(near opponent) lk
low
rpdfire
speccancel
Close Medium Kick
(near opponent) mk
speccancel
Close Hard Kick
(near opponent) hk
jcancel
Crouching Light Punch
d + lp
rpdfire
speccancel
Crouching Medium Punch
d + mp
speccancel
Crouching Hard Punch
d + hp
Crouching Light Kick
d + lk
rpdfire
low
speccancel
Crouching Medium Kick
d + mk
speccancel
Crouching Hard Kick
d + hk
low
hardknockdown
Neutral Jump Light Punch
u + lp
high
Neutral Jump Medium Punch
u + mp
high
Neutral Jump Hard Punch
u + hp
high
Neutral Jump Light Kick
u + lk
high
Neutral Jump Medium Kick
u + mk
high
Neutral Jump Hard Kick
u + hk
high
Angled Jump Light Punch
ub / uf + lp
high
Angled Jump Medium Punch
ub / uf + mp
high
Angled Jump Hard Punch
ub / uf + hp
high
Angled Jump Light Kick
ub / uf + lk
high
crossup
Angled Jump Medium Kick
ub / uf + mk
high
Angled Jump Hard Kick
ub / uf + hk
high



Throws

Name
Command
Notes
Hooligan Suplex
f or n + lp + lk
throw
Frankensteiner
b + lp + lk
throw
Flying Neck Breaker
air lp + lk
airthrow

Special Moves

Name
Command
Notes
Cannon Spike
dp + k
ex
knockdown
Quick Spin Knuckle
hcb + p
ex
knockdown
wallbounce on ex
Cannon Strike
forward jump --- qcb + k
ex
ex can be done on any jump
knockdown vs airborne
Hooligan Combination
db qcf uf + p
ex
    Razor's Edge Slicer
Hooligan Combination --- no input
knockdown
    Fatal Leg Twister
Hooligan Combination --- lp + lk
standthrow
    Crossed Scissors
Hooligan Combination --- lp + lk
airthrow
    Cannon Strike
Hooligan Combination --- qcb + k + k
ex only
Spiral Arrow
qcf + k
ex chrg
knockdown

Super Combo

Name
Command
Notes
Spin Drive Smasher
qcf + 3k


Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

  • Spiral Arrow

- When performed, she flies forward close to the ground in a drill like movement with the distance being different on each version of Kick used to execute the move. The EX version has fireball invincibility. This move is Cammy's standard combo ender. You may use it to close distance with an opponent as well. The HK version hits twice if performed close enough, but the MK version will do more damage if you are t0o far for the two-hit HK to connect. This move is highly unsafe if done too close. Always hit confirm into it or perform at a distance where the end of the move's animation connects with your opponent so that you can recover. Be aware that the Spiral Arrow can be charged, so make sure you don't negative edge or hold the Kick button too long or you will break the combo. This move can enable a Juggle state under certain conditions (see Juggling section below). --G. Henson 00:42, 30 July 2012 (UTC)

  • Cannon Spike

- When performed, Cammy will do a kick that will carry her forward in an upward arc with the distance being different on each version of Kick used to execute the move. The EX version does a bit more damage than the HK version and carries Cammy the highest/furthest. This move is Cammy's best reversal and her highest priority move. Has invincible frames on startup. Can be also used as a combo ender (does more damage than Spiral Arrow) and an anti-air. This move is unsafe on block (doubly so on whiff) and shouldn't be abused. Additionally, if your're not at close range to hit and your opponent ducks, you will likely whiff since the move doesn't have a good downward hitbox. However, the move travels a great distance horizontally and will catch players jumping backwards if timed properly. --G. Henson 00:42, 30 July 2012 (UTC)

  • Spinning Backfist

- When performed, Cammy will do a quick hop forward while spinning, then land and do a two-hit punch (if landed close, otherwise, one hit) with the distance being different on each version of Punch used to execute the move. The EX version goes the same distance as the MK version and causes a wall bounce. This move is primarily used to dodge fireballs and low attacks. It has invincibility to all low attacks, throws, and projectiles during the first half of the spin animation although high/jumping attacks will hit. During the second half on the spin till she lands, she is once vulnerable again. Once she lands she will do a decently high priority punch that hits twice. Although this move has decent utility, it is difficult to use it on reaction. The move is also highly telegraphed and can be blocked or even punished on reaction by experienced players. Also, due to how slow it moves, the MK version is the only that's really useful for taking advantage of predicting a fireball. This move can enable a Juggle state under certain conditions (see Juggling section below). --G. Henson 00:42, 30 July 2012 (UTC)

  • Hooligan Combo

- When performed, Cammy jumps forward while curled in a ball, with the distance and arc being different on each version of Kick used to execute the move. The EX version will home in on your opponents position, even in the air. The Hooligan Combo adds to Cammy's mixup game and has four different actions it can perform depending on your input after performing the initial command:

1.) Doing no further input after inputting a Hooligan will have Cammy go into the Razor's Edge Slicer, a slide kick. You can either catch an opponent off guard with this during your mixup or can let it come out to catch an opponent jumping backwards. While you can cancel a normal into a Hooligan, you cannot combo into the slide kick. This move can enable a Juggle state under certain conditions (see Juggling section below).

2.) Doing input for a throw after inputting a Hooligan when you are in proper range will have Cammy grab the opponent and do a throw. The throw can be different based on what direction you do, but the damage is the same. Cammy will only grab a standing or airborne opponent, but not one ducking, so don't try to abuse this. The Hooligan Combo will go over some projectiles, allowing you to take advantage of predictability. Also, you can cancel into the Hooligan to catch an opponent offguard with the throw.

3.) If you do the input for a throw during the Hooligan Combo and you are not in throw range or if your opponent is ducking, you will cancel the Hooligan combo and you will not throw or do anything but land. Once landed, you can attempt to walk-up throw, do a Cannon Spike to beat out any counter attempts, or simply block.

4.) You can also do an EX Cannon Strike in the second half of the Hooligan animation and combo out of that.

--G. Henson 00:42, 30 July 2012 (UTC)

  • Cannon Strike

- Can only be done midair while jumping forward. When performed, Cammy will pause for a quick amount of time, then do a kick aimed diagonally towards the ground with the distance and arc being different on each version of Kick used to execute the move. The EX version can be done jumping backwards or neutral and causes more hit stun than meterless Cannon Strikes. You can use Cannon Strikes to delay your landing and throw off an opponents timing. You can also do them closer to the ground than regular aerial attacks, which can throw off an opponents timing. For a more in-depth analysis of the Cannon Strike, see the below section in Advanced Strategy. --G. Henson 00:42, 30 July 2012 (UTC)

Super Combos

N/A


The Basics

Midrange

  • St.mk buffered into st.hk from max range is mostly safe and a really good poke. Hit confirm into launcher.
  • Use cannon spike MK to antiair (HK has less invincibilty, so dont use it outside of conbos). If you have meter, tag cancel the cannon spike anti air into a full conbo (most characters can hold up forward and get a jumping attack off then combo)


Close range

  • cammy's st.lp is one of the best in the game. Keep walking forward and jabbing, hitconfirm into launcher. If they are scared to press buttons because of jab pressure, go for cs.hk JC or a throw. Going for crossups in jab pressure is strong too. If opponent has dp, bait out by varying your jab strings


List of moves that enable a juggle state

  • Hooligan Combo (no input) > Razor's Edge Slicer

- Best done in the corner. With practice, one can cancel into a Hooligan Combo from a normal to catch an opponent off guard with the slide kick. If done midscreen, a full Super Art can be done easily for 405 damage.

  • Spinning Backfist

- It's preferable to land this in the corner, but if landed midscreen, it is possible to juggle with a full Super Art if done at the right time (albeit difficult) for 425 damage. The EX version of this move causes wall bounce for different comboing opportunities.

  • Spiral Arrow

- To juggle with this, it's mandatory to have your opponent in the corner. You must hit your opponent with the very edge of the attack so that you can actually recover in time to take advantage of the juggle. An old tactic is to use an EX Spiral Arrow vs a fireball thrower (EX SAs are invincible to fireballs), get the juggle state, and mash out your Super (good for 335 damage). Takes practice to get the spacing down. Alternatively, you can time it so your opponent lands on your SA while jumping.

--G. Henson 20:47, 19 July 2012 (UTC)

Advanced Strategy

Instant Cannon Strikes

Instant Cannon Strikes were a big part of Cammy's gameplay in SFIV, and she still has the ability to do them. However, some changes were made to the mechanic:

  • They do not have nearly as much hit stun as before.
  • Instant CSes are a lot slower, causing followup attacks to be timed differently in order to combo.
  • They can no longer be done in rapid succession as in the past and they don't combo into each other.

Still, they can can be used to:

  • Punish attempted grapples (especially on wakeup)
  • To punish throw tech abuse
  • To extend certain juggles and wall bounces (i.e. EX Spinning Backfist)
  • To simply open a combo.

There are two kinds of instant Cannon Strikes:

1.) An Instant Cannon Strike with meter (commonly called a TKCS, a Tiger Knee Cannon Strike) is very easy to pull off. Simply perform the Tiger Knee Motion backwards (D, DB, B, UB) + two Kicks (or simply use your Triple Kick/KKK button) and an EX Cannon Strike should come out very close to the ground. TKCSes can be used with jump canceling cs. HK to create a loop and extend a combo.

2.) A meterless Instant Cannon Strike is a lot more difficult to pull off consistently and requires some practice before it becomes natural. There are many motions to pull it off, but here are two:

  • The direct motion is QCB > UF + LK, MK, or HK. This is somewhat difficult to execute consistently, especially with a pad or controller, but it is the most direct way to get one out. Practice is recommended to get used to this input
  • A somewhat easier motion is to do a 315 degree motion starting from Down-Forward to Up-Forward (imagine a compass; Start from Southeast and rotate clockwise to Northeast) and pressing any Kick button. This input has to be done somwhat fast so that you don't jump backwards, so that the CS comes out close to the ground, and that the buffer doesn't expire. Once you get the timing down, instant Cannon Strikes will come out. If you miss the input window, you will likely neutral jump or jump backwards.

NOTE: Due to SFxT's somewhat strict jump input, pay special attention to whether or not you are actually jumping forward during your input, since meterless TKCSes don't come out unless you are actually jumping forward.

--G. Henson 20:04, 19 July 2012 (UTC)

Jump Canceling (JC)

In SFxT, Cammy has the ability to cancel her close standing Heavy Kick into a jump into any direction, similar to Super Jump canceling for C. Viper and Ibuki in SFIV. When used in combination with her EX Cannon Strike, she can lead with this technique to extend some combos. The required input, however, is tricky. Some methods of doing this:

  • Do the input for a neutral jump or forward jump, then do and time the input for a Cannon Strike so it comes out as close to the ground as possible. Requires practice to get the timing, execution, and rhythm down.
  • Cancel the HK with the TKCS motion. The motion can not be done too quickly or you will lose the buffer and you will just jump.
  • Do a 540 degree motion clockwise starting from Up and ending with Forward (imagine a compass; think from north to east after one clockwise rotation) when canceling the cs. HK. Difficult to do in succession, but will get the TKCS to connect easier. This also works with meterless Cannon Strikes as well (must start the rotation from up-forward instead of up). (This method was one I read on a forum somewhere, I'm not claiming credit for this).

JCing also has some mixup utility. If you jump forward after JCing a blocked cs. HK, you will be in perfect position to cross up with j. LK and your opponent has little time to react. If your opponent is in the corner, you can do a mixup by using j. HK instead, which won't cross up, but may trick your opponent into thinking you will. Conversely, jumping back may allow you to bait and punish those who button mash reversals, assuming the reversal doesn't hit you. If you do jump back, do so with j. HK or j. MP. You may also neutral jump and continue a mixup approach.

--G. Henson 20:36, 19 July 2012 (UTC)

Combos

Bread and Butters

NOTE: Most BnBs can be led by an instant Cannon Strike or jump-in.

  • cr. HP > cr. MK xx Medium SA (222 damage)

Basic Cammy Combo.--G. Henson 19:50, 19 July 2012 (UTC)

  • cs. HP > cr. MK xx Heavy SA (231 damage)

Another basic combo. Does slightly more damage than the one above, but the link timing is more strict.--G. Henson 19:50, 19 July 2012 (UTC)

  • cs. HP > fs. HP xx Heavy SA (261 damage)

Tight link, but does more damage. One can substitute a Heavy Cannon Spike in place of the Spiral Arrow for a bit extra damage (285 damage) (you can cancel into Cannon Spike easier by holding forward while doing the HP links).--G. Henson 19:50, 19 July 2012 (UTC)

  • j. HK > cs. HP > fs. HP xx Spin Driver Smasher (475 damage)

A solid Super Art combo. Can substitute cr. HP for fs. HP for the same damage, but fs. HP is cancelable, making the Super easiser to get out. Bear in mind that it may be worth it to use your Cross Art in place of your Super Art if you have the meter. For comparison, if Cammy is partnered with Juri and Cammy performs this combo, but cancels into CA instead, she will do 590 damage.--G. Henson 19:27, 19 July 2012 (UTC)

  • J.hk, st.hp, cr.hp(3frame link) xx hp+hk (tag).

0 bar tag combo- (recommended, does more damage. Only use the above if you can't tag)


Juggle combos

  • Cr.mp, st.hp, hk cannon spike

After being tagged in (midscreen)-

  • Cr.hp x3 hk cs. (Omit one cr.hp for ease of use if needed)

After being tagged in (corner)-


Hit Confirm Combos

Off of walking jab hitconfirm-

  • St.jab (walk forward) st.jab (hitconfirm) xx mp xx hp xx launcher.

Non tag-

  • St.lp walk forward x n, cr.mk xx SA (not worth it due to difficulty + damage scaling, but option is still there if you can't afford to tag)
  • cr. LK > cr. LK > cr. LK xx cr. MK xx cr. hk (151 damage)

A combo designed to hit-confirm easily into an untechable knockdown. This combo is pretty universal between most characters and you can subsitute the Light and Medium attacks with whatever equivelants you want, but using all crouching attacks eliminates some input error associated with switching to standing attacks and back.--G. Henson 19:50, 19 July 2012 (UTC)


Advanced Combos

  • 0 bar no tag- j.hk, cs.hk xx JC, cannon strike (any version, timing is strict), st.hp, cr.mk xx SA.
  • j. HK > cs. HK xx JC > EX Cannon Strike > cs. HP > fs. HP xx EX Cannon Spike (450 damage)

A solidly damaging combo. Requires jump canceling a cs. HK. The same combo can be done without using meter.--G. Henson 19:50, 19 July 2012 (UTC)

  • j. HK > cs. HK xx JC > EX Cannon Strike > cs. HP > fs. HP xx Spin Drive Smasher (557 damage)

A heavily damaging Super Art combo. Requires jump canceling a cs. HK.--G. Henson 19:50, 19 July 2012 (UTC)

  • j. HK > cs. HK xx JC > HK Cannon Strike > cs. HP > fs. HP xx Cross Art (+600 damage)

Requires JCing into a meterless Cannon Strike. Damage varies with teams. --G. Henson 21:14, 19 July 2012 (UTC)