Street Fighter X Tekken/Cammy: Difference between revisions

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== Advanced Strategy ==
== Advanced Strategy ==
N/A


=== 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 hit low during mixup
* 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.'''


== Combos ==
== Combos ==

Revision as of 16:04, 19 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


TBW

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

N/A


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

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 hit low during mixup
  • 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.

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)