![]() ![]() Cammy's pressure should move the opponent near the corner, and you can use this as a counter to a fireball from decently far away. The ultra doesn't hit completely, but it does still do serious damage. Cancel that Cannon Spike with a FADC-dashing backward instead of forward-and you can catch the opponent again with an ultra combo before he/she hits the ground. If you connect a Quick Spin Knuckle ( + P ) near a corner, you can juggle the opponent with a Cannon Spike ( + K ). As well, whiffing with the Cannon Spike is dreadfully dangerous. Some characters with quick, long-range attacks will likely be able to capitalize on Cammy's long recovery. The Cannon Spike will beat most attacks, and even if it gets blocked Cammy will bounce away from the opponent, making her virtually safe from counter attack, though this depends on the opponent. But it's also worth throwing out as you pressure opponents when you expect them to try and counter your low-priority pokes. The attack has good priority and moves forward at a pretty sharp angle, which makes it an excellent anti-air attack. What is pretty safe is her Cannon Spike ( + K ). ![]() But beware that Spiral Arrow isn't very safe in Street Fighter IV. If you land a c.MK, you can cancel it into a Spiral Arrow ( + K ) for quick, simple damage. As a Cammy player, you should always press the action, pushing forward with s.MK as a good, rangy poke and occasionally throwing in c.MK attacks, hoping they connect. And that plays into what's always been Cammy's mode of operation: pressure. Similarly, after connecting with her Razor's Edge Slicer (the slide kick that follows her Hooligan Combination if you let the jump follow through completely) you can trigger Cammy's ultra and connect with the opponents as they fall to the ground.Ĭammy can also pretty easily combo into her super, making her always capable of dealing considerable damage off of basic hits. After connecting with the second hit of her Quick Spin Knuckle ( + P ) you can immediately follow with an ultra combo to connect the majority of the hits, enough to deal some serious damage. She's got a number of ways to combo into her ultra, and they're not particularly difficult. The Cannon Strike can cross-up pretty well, but like the j.LK it doesn't leave you time to combo off of it unless you hit the opponent crouching.įortunately, Cammy has other strengths in her game that keep her competitive. It's an air attack that can be blocked while crouching, which spoils some of our fun. No more j.LK cross-up combos for Cammy, then.Īnd then her Cannon Strike ( + K ( in air ) ) disappointingly does not hit low-guarding opponents. Doesn't work in Street Fighter IV-if you can manage to make j.LK hit as a cross-up (it's tough), it hits so high that by the time Cammy reaches the ground the hit stun is worn off. In past games, her j.LK as a cross-up acts as a good lead into quick combos into Spiral Arrow. First and foremost is that Cammy has lost a good cross-up move. Not that she's bad, but a couple of promising aspects to her game just don't work how we want them to. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |