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Table of Contents

Table of Contents

TABLE OF CONTENTS

INTRODUCTION ...... 2 GLOSSARY ...... 6 GAME MODES ...... 14 SYSTEM & ...... 20 CHARACTERS CAST CAST Abel ...... 50 Asuka ...... 210 ...... 58 Bob ...... 218 ...... 70 Heihachi ...... 228 ...... 80 ...... 236 Chun-Li ...... 88 Jin ...... 246 ...... 96 Julia ...... 256 ...... 104 Kazuya ...... 266 Hugo ...... 112 ...... 276 ...... 120 Kuma ...... 286 ...... 130 Law ...... 296 Ken ...... 138 ...... 306 M. Bison ...... 146 Marduk ...... 316 ...... 154 Nina ...... 324 ...... 162 ...... 334 ...... 170 Paul ...... 342 ...... 178 Raven ...... 350 ...... 186 Steve ...... 358 ...... 194 Xiaoyu ...... 368 ...... 202 ...... 378

STREET FIGHTER X TEKKEN ART & CONCEPTS ...... 386

*The contents of this strategy guide are based solely on the research of BradyGames

01_TOC.indd 1 2/25/12 4:30 PM Cammy Unrelenting Soldier

A young woman who belongs to the Delta Red team in the Secret Intelligence Services’ Special Forces Unit. She was formerly one of M. Bison’s brainwashed soldiers, but has since reverted to her former self and now works closely with her comrades. She speaks with level-headed attitude, but due to her comrades she can come off as a tomboy at times. When Chun-Li requests her help, the two begin their investigation of both Shadaloo and the Mishima Zaibatsu.

Win Comment 1: That was a disappointment. You need to work on your fundamentals. Win Comment 2: Did anyone else hear a cat purring just now? Win Comment 3: Mission complete!

Color 1 Color 2 Cool Beauties Pandora

04D_sf_Cammy.indd 80 2/24/12 5:24 PM 81

Cammy 2/24/12 5:24 PM 6 6 5 5 — — — — — — SM, EX, SA, CA Rapid fire cancelable into light normal attacks SM, EX, SA, CA Cancelable Notes SM, EX, SA, CA SM, EX, SA, CA Forces standing on hit SM, EX, SA, CA LA, Jump Forces standing on hit SM, EX, SA, CA SM, EX, SA, CA SM, EX, SA, CA Rapid fire cancelable into light normal attacks Cancelable Notes SM, EX, SA, CA ———— MISSION COMPLETE! -5 4 4 Block Block Adv. on on Adv. Adv. on on Adv. 0 +7 +3 +6 +2 +5 +1 +7 +3 Hit Hit Adv. on on Adv. Adv. on on Adv. 1114 +6 +817 +2 +1 +2 -3 24 -3 -9 1623 +21724 -2 +2 -1 -2 -6 3 3 5 34 24 4 3 8 4 5 2 3 9 57 39 2 9 2 37 37 4 7 2 Damage Startup Active Recovery Damage Startup Active Recovery 2 2 900 17 frames 8 frames invulnerable, 10 frames airborne, 4 frames grounded (22 frames total) 4 frames HighHigh 30 High 60 High 75 High 30 High 60 90 10 HighHigh 30 High 60 90 HighHigh 30 High 60 90 Hit Level Hit Level h L M H l m l m h L M H

1 1 Close standing Close standing Close standing Close standing Close standing Close standing Standing Standing Standing Standing Standing Standing

5 2 1 3 6 4 4 5 2 1 3 6 Screen Command Screen Command Forward Dash Duration Backdash Duration Pre-jump frames Jump (and High Jump) DurationVertical Diagonal Jump (and High Jump) Duration 35 frames (35 frames) 35 frames (35 frames) Vitality DATA ARSENAL DATA Close Standing Normal Moves (CL.) Standing Normal Moves (ST.) Standing Normal Moves 04D_sf_Cammy.indd 81 Crouching Normal Moves (CR.) Adv. on Screen Command Hit Level Damage Startup Active Recovery Adv. on Hit Cancelable Notes Block 1 Crouching l High 30 3 2 9 +6 +2 SM, EX, SA, CA Rapid fire cancelable into light normal attacks 2 Crouching m High 60 6 4 11 +6 +2 SM, EX, SA, CA — 3 Crouching h High 90 6 4 13 +9 +3 SM, EX, SA, CA Forces standing on hit 4 Crouching L Low 30 3 3 9 +5 +1 SM, EX, SA, CA Rapid fire cancelable into light normal attacks 5 Crouching M Low 60 7 4 17 0 -4 SM, EX, SA, CA — 6 Crouching H Low 90 7 2 24 Hard knockdown -6 ——

1 2 3 4 5 6

Launcher Adv. on Adv. on Screen Command Hit Level Damage Startup Active Recovery Hit Block 1 hH (while standing or crouching) High 100 13 2 54 Switch -34 Notes Crushes crouching attacks, launches opponent while switching characters

1

Cross Cancel Adv. on Adv. on Screen Command Hit Level Damage Startup Active Recovery Hit Block Hard 1 1 hH High 120 6 26 30 -29 + (while blocking) knockdown Notes Similar to HK , full body invulnerability frames 1-13 1

Vertical Jumping Normal Moves Hit Adv. on Adv. on Screen Command Damage Startup Active Recovery Cancelable Notes Level Hit Block 1 Vertical jumping l Mid 40 5 4 Until grounded, then 4 frames recovery +12 +4 —— 2 Vertical jumping m Mid 70 5 4 Until grounded, then 4 frames recovery +16 +5 —— 3 Vertical jumping h Mid 100 5 3 Until grounded, then 4 frames recovery +20 +8 —— 4 Vertical jumping L Mid 40 5 5 Until grounded, then 4 frames recovery +12 +4 —— 5 Vertical jumping M Mid 70 6 7 Until grounded, then 4 frames recovery +16 +5 —— 6 Vertical jumping H Mid 100 6 3 Until grounded, then 4 frames recovery +20 +8 ——

1 2 3 4 5 6

82

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Cammy 2/24/12 5:24 PM 6 3 Hard knockdown Hard knockdown Hard knockdown 5 20 20 20 Cancelable Notes —————— —————— Block Adv. on on Adv. 7 2 77 2 2 Hit +12+16 +4 +20 +5 +8 +12+16 +4 +20 +5 +8 Adv. on on Adv. 4 140 Damage Startup Active Recovery Notes 2 ThrowThrow 130 130 Air throw Hit Level Until grounded, then 4 frames recoveryUntil grounded, then Until grounded, then 4 frames recovery Until grounded, then 4 frames recovery Until grounded, then 4 frames recoveryUntil grounded, then 4 frames recoveryUntil grounded, then 4 frames recoveryUntil grounded, then 3 56 7 6 4 5 56 5 6 3 4

FUNDAMENTALS. Damage Startup Active Recovery 2 lL

+

Hit Hit MidMid 40 Mid 70 100 MidMid 40 Mid 70 100 lL lL Level N

+ or

(in air) Command 1 5

1 h L M H l m YOU NEED TO WORK ON YOUR

1 THAT WAS A DISAPPOINTMENT. Frankensteiner Flying Neck Breaker German Suplex Diagonal jumping Diagonal jumping Diagonal jumping Diagonal jumping Diagonal jumping Diagonal jumping 2 3 1 1 5 6 2 3 4 Screen Name Screen Command Normal Throws Diagonal Jumping Normal Moves Normal Jumping Diagonal 04D_sf_Cammy.indd 83 Special Moves Hit Adv. on Adv. on Screen Name Command Damage Startup Active Recovery Cancelable Notes Level Hit Block LK Cannon Spike 178 + L High 120 4 21 32 Knockdown -29 — Full body invulnerability frames 1-4 Hard MK Cannon Spike 178 M High 130 4 26 30 -29 — Full body invulnerability frames 1-4 + knockdown 1 Hard HK Cannon Spike 178 H High 150 4 32 29 -29 —— + knockdown Hard EX Cannon Spike 178 KK High 180 5 26 30 -29 — Full body invulnerability frames 1-11 + knockdown Full body invulnerability frames 1-4, mid body invulnerability frames 5-26, lower LP Quick Spin Knuckle 18765 l High 70, 50 36 11 9 Knockdown +5 — + body projectile invulnerability frames 5-26, airborne frames 7-26 Full body invulnerability frames 1-2, mid MP Quick Spin body invulnerability frames 3-26, lower 18765 m High 70, 50 34 11 10 Knockdown +4 — Knuckle + body projectile invulnerability frames 2 3-26, airborne frames 7-25 Full body invulnerability frames 1-2, mid body invulnerability frames 3-29, lower HP Quick Spin Knuckle 18765 h High 70, 50 37 11 10 Knockdown +4 — + body projectile invulnerability frames 3-29, airborne frames 7-28 Wall Full body invulnerability frames 1-26, EX Quick Spin Knuckle 18765 PP High 80, 60 35 11 10 +4 — + bounce airborne frames 7-26 Input l + L between frames 32~53 LP Hooligan for Fatal Leg Twister or Crossed Scissors, if 67812 + l ———— 54 ——— Combination no input before frame 55, attack becomes Razor’s Edge Slicer Input l + L between frames 32~44 MP Hooligan for Fatal Leg Twister or Crossed Scissors, if 67812 + m ———— 46 ——— Combination no input before frame 46, attack becomes Razor’s Edge Slicer 3 Input l + L between frames 32~38 HP Hooligan for Fatal Leg Twister or Crossed Scissors, if 67812 + h ———— 40 ——— Combination no input before frame 40, attack becomes Razor’s Edge Slicer Input l + L between frames 32~43 EX Hooligan for Fatal Leg Twister or Crossed Scissors, if 67812 + PP ———— 44 ——— Combination no input before frame 45, attack becomes Razor’s Edge Slicer, homes to foe’s position Hooligan Combination (during Hooligan Combination) Activates if no input occurs during Hooligan 4 Low 100 — 9 13 0 Knockdown — > Razor’s Edge Slicer no input Combination Hooligan Combination (during Hooligan Combination) Standing Until grounded, 4 Hard 5 160 1 2 — —— > Fatal Leg Twister lL throw frames landing knockdown Hooligan Combination (during Hooligan Combination) Until grounded, 4 Hard 6 Air throw 150 1 2 — —— > Crossed Scissors lL frames landing knockdown (during forward jump) Until grounded, 10 Cannon Strike High 60 19 11 +6 +13 — Knockdown on airborne foes 781 + K frames landing 7 Until grounded, 10 EX Cannon Strike 781 KK High 80 18 11 +11 +18 — Knockdown on airborne foes (in air) + frames landing Can be Super Charged: 51 frames to LK Spiral Arrow 781 + L Low 80 12 19 19 Knockdown -16 — perform EX version, 100 frames for Super Art, airborne frames 19-35 Can be Super Charged: 51 frames to MK Spiral Arrow 781 + M Low 90 12 19 19 Knockdown -16 — perform EX version, 100 frames for Super Art, airborne frames 19-35 8 Can be Super Charged: 51 frames to HK Spiral Arrow 781 + H Low 70, 50 12 19 19 Knockdown -9 — perform EX version, 100 frames for Super Art, airborne frames 19-35 Can be Super charged: 51 frames to EX Spiral Arrow 781 + KK High 50, 30 9 19 14 Knockdown -4 — perform Super Art, projectile invulnerability frames 1-27, airborne frames 16-31

84

04D_sf_Cammy.indd 84 2/24/12 5:24 PM 85

Cammy 2/24/12 5:24 PM 8 2 into Spiral Arrow then quickly canceling the Super Charge with a into Spiral Arrow Super Charge with a then quickly canceling the h : This Special Move Edge Slicer: This Special Move Hooligan Combination, Razor’s a somersault where she can cancel causes Cammy to leap into the air in into a throw attack or a low sliding kick. On its own, Hooligan Combination doesn’t do much until you cancel it into a throw or at the end of its Edge duration, where Cammy will automatically cancel into Razor’s of Hooligan Combination all follow different The different versions Slicer. trajectories: the LP version goes upward, the HP version flies almost directly forward, and the MP version travels at an angle somewhere in-between. The LP and MP versions are difficult to use because they’re both slow and don’t travel far enough for you to capitalize. The HP version is the fastest and flies directly toward the opponent, making it easier to grab them. EX position, and Hooligan Combination automatically targets your opponent’s the speed at which it travels depends on how far away you are from your Crossed Scissors: These two throw attacks are Fatal Leg Twister, only accessible from Hooligan Combination. The attack that occurs depends on what your opponent is doing. If your opponent is standing, you’ll use If they’re jumping, you’ll perform Crossed Scissors. As a Fatal Leg Twister. these attacks are difficult to use because your opponent can avoid throw, both of them by crouching. These throw attacks are best used to shorten the recovery on Hooligan Combination. Use Hooligan Combination to get close to your opponent, whiff a throw in front of them to end the attack, it a and land in front of your opponent. If you grab your opponent, consider bonus! Otherwise, these attacks are very to use and you shouldn’t difficult build your gameplan around them. : Cammy turns her body into a screwdriver and flies toward her opponent during this Special Spiral Arrow: Cammy turns and flies toward her opponent during this Special her body into a screwdriver Move. Spiral Arrowthat can be used to poke at an opponent from a distance. At most is a low-hitting attack ranges, Spiral Arrow there is a very is unsafe if blocked, but are precise range where the MK and HK versions only slightly at disadvantage or possibly even safe. The LK version of Spiral Arrow is rarely ever safe, but it difficult to set that range up, leads to a juggle from midscreen when hit at a very precise range. It’s and almost impossible to do in a combo. MK and HK Spiral Arrows should mostly be used in combos, however, where they can give you a knockdown and inflict significant damage. The right version to use depends on the It mostly depends on the attacks some HK is better. combo you’re doing—in some situations MK is better, used in the combo. EX Spiral Arrow much damage as the LK version, despite being two hits, but it’s deals as projectile invulnerable and lets you juggle afterwards, making it a good way to get more damage midscreen Super Charge move, but Cammy has no special and to blow through projectile attacks. Spiral Arrow is Cammy’s can use Super Charge to Counter Hit properties, of charging up to an EX version. You limiting the usefulness keep up pressure by canceling standing : Cammy hops toward her opponent then unleashes a spinning back fist. Quick Spin then unleashes a spinning back fist. Quick Spin Quick Spin Knuckle: Cammy hops toward her opponent very Knuckle is partially and mid-level pokes. It’s invulnerable and best for plowing through projectile attacks a projectile attack because it has long startup,difficult to use Quick Spin Knuckle through meaning you must first it a projectile. If Quick Spin Knuckle hits your opponent in the corner, guess if your opponent is going to throw afterwards.recovers quickly enough for you to combo on hit EX Quick Spin Knuckle wall bounces the opponent making it difficult to use. also slow, it’s and has more invulnerable frames, but forward dash, allowing Cammy to effectively rush down her opponent! 6 4 since since H or L , which gives you a quick dive kick to , which gives you a quick dive kick to K

+

7 1 if you miss the motion. You can use Cannon Strike as can use Cannon Strike as if you miss the motion. You M 7653 5 3 k due to its long duration. Razor’s Edge Slicer is a low-hitting attack that is automatically triggered at the a low-hitting attack that is automatically triggered at the Edge Slicer is opponent, but it will be difficult to punish any attack due to its long duration. Razor’s opponent. EX Hooligan Combination can quickly close the distance on your you can continue Edge Slicer in the corner, attack option from Hooligan Combination, making its low propertyend of each version of Hooligan Combination. Cammy doesn’t have a mid useless. If you do manage to hit with Razor’s into a big combo. Check the Combo Appendix section for more details. maintain your momentum and to keep pressure on your opponent. Instant aerial Cannon Strike, also commonly maintain your momentum and to keep pressure on your opponent. Instant aerial Cannon Strike, also commonly referred Strike,” is not as powerful to as “TKCS” for “Tiger Knee Cannon as it is in Super Street Fighter IV due jump. Cammy is much higher in the air during to its additional startup speed of Cammy’s time and the increased the first frame in which you can perform Cannon Strike as compared to previous games. TKCS is still an effective technique, so learning to perform that motion will be immensely helpful. EX Cannon Strike, for a single block, be performed and can deals slightly more damage, keeps your opponent locked in blockstun and hitstun longer, during any jump. Meter is more precious in this game than it is in Super Street Fighter IV, so make judicious use of this attack. Cannon Strike: This aerial attack causes Cammy to halt her jump trajectory and perform a diving kick toward her opponent. Cannon Strike can only be used during a forward jump, limiting it more than other dive kick best to perform the attack with attacks. Each version of Cannon Strike is the same, so it’s : During this attack, Cammy thrusts her leg into the air and jumps into the sky while attempting Cannon Spike: During this attack, Cammy thrusts while attempting her leg into the air and jumps into the sky The LK and MK versions of Cannon Spike are veryto smash into any attacking opponents. reversal and strong invulnerable until they hit. If Cannon Spike hits late as anti-air in the corner, anti-air attacks because they’re both HK can connect with an additional HK Cannon Spike for extra damage. and depending upon your position, you in the other two versions, but it isn’t invulnerable, making it best used Cannon Spike deals more damage than damage than the normalcombos. EX Cannon Spike deals more fully invincible, allowing you to versions and is you a particularlydeal more damage in combos and giving strong anti-air. a jump-in to keep your opponent guessing as to when they should anti-air you. Cannon Strike can also be a jump-in to keep your opponent guessing as to when they should anti-air you. Cannon Strike can also be performed very low to the ground by inputting both jump attacks are more useful than jumping 04D_sf_Cammy.indd 85 Super Art Hit Adv. on Adv. on Screen Name Command Damage Startup Active Recovery Level Hit Block 40 x 2, 20, 10 x 2, Hard 1 Spin Drive Smasher 781 KKK Low 8 18 52 -36 + 30, 20, 15 x 9 knockdown Notes 65 frame cinematic freeze before attack begins, full body invulnerability frames 1-24, airborne frames 4-35 1 Spin Drive Smasher: Cammy Spiral Arrows toward her opponent before unleashing a flurry of kicks then performing a spinning Cannon Spike. Spin Drive Smasher is invulnerable and can be used to quickly blow through an opponent’s pokes or projectiles. Spin Drive Smasher can also punish many attacks that are generally safe. Even though it has eight frames of startup, it travels the screen in an instant. Unfortunately, it’s difficult to use Spin Drive Smasher in juggle combos because the last hit must connect in order to get most of the damage out of the attack and because the last hit rarely juggles after the first two hits connect. It’s certainly possible, but it’s precise, and if it misses you’ll only get 80 damage for your Super Art.

Cross Art Adv. on Adv. on Screen Command Hit Level Damage Startup Active Recovery Hit Block 1 781 + mM High 20, 10 x 4, 40 8 2 40 Switch -27 Notes 63 frame cinematic freeze before attack begins, full body invulnerability frames 1-9, airborne frames 4-27

1 Cammy leaps into the air and kicks the opponent twice before hopping over their head, cracking their neck, then finally kicking her foe toward her partner. Despite its unique attacking animation, this Cross Art is standard and is a useful attack to use in juggles or general combos. If you manage to connect with only the second hit, which is actually rather difficult, the Cross Art won’t finish. So be sure the first hit will connect before firing it.

OVERVIEW The best position to play Cammy at is right next to the opposing character, so you can use frame traps to mix up the opposing player. At long range, it’s difficult to close the distance without using meter because the only attacks that move Cammy forward are either very slow and easily thwarted or unsafe on block. EX Spiral Arrow is Cammy’s best weapon against projectiles, since it’s projectile invulnerable during most of its duration and safe on block from long ranges. If you don’t have meter, you can use HP Hooligan Combination or Quick Spin Knuckle to get past them. But both of these attacks are slow and easily punishable if your opponent isn’t performing an attack. If your opponent is keeping you out with long range attacks, try to move toward them while counter- Cammy’s midsection is invulnerable during Quick Spin Knuckle, Cannon Strike can be performed instantly after Cammy jumps, poking with standing H . Although it has a long recovery and isn’t allowing her to pass through some long-range pokes. allowing her to keep pressure on her opponent. nearly as strong as it was in other Street Fighter games, it’s still a useful counter-poke at long ranges. It’s not nearly the magic button it was in vs. SNK 2, however, so use it sparingly if you’re within your opponent’s jump-in range. A jumping opponent can punish you severely for a whiffed H . If you’re fighting a character who can’t pressure you from long ranges, it’s best to wait and let your opponent come to you. Charging Spiral Arrow then dash cancelling, “TKCS” (Tiger Knee motion for Cannon Strike) and far standing m and h are all fast attacks that can safely build Cross Gauge from across the screen. Even though it’s a slow way to gain meter, it’s probably a faster method than your opponent’s and can force them to rush in to stop your meter building. If your opponent does rush in, you can poke at them by throwing out standing h and whiff-canceling into Spiral Arrow. You can also swat them out of the air with standing H at shallow angles and MK Cannon Spike from deeper angles. Once you get a knockdown, you can move in on your opponent and start your pressure.

Once Cammy is up close, start pressuring your opponent by walking up to them and attacking with standing close m , h , and crouching h . Each of these attacks place you at advantage on block and provide enough advantage to combo after with almost anything you want on hit. Cammy has a fast walk speed, making it easy for you to get in range to attack your opponent and also easy for you to walk up and throw them if they’re afraid of your attacks. This mix-up isn’t as effective as it was in Super Street Fighter IV since throws are slower and have much less range, but it is still effective because every player loves to hit buttons. Standing H is also an effective tool up close. Although its frame data doesn’t seem that impressive, you can cancel it into a jump on hit or Cannon Spike is a strong anti-air but it moves forward before it Standing close H has no hurtbox on Cammy’s feet and attacks block, giving you the chance to add an extra dimension to your mix-ups. attacks, making it miss jump-ins on Cammy’s head. directly above Cammy, allowing it to hit jump-ins that Cannon If you perform Cannon Strike immediately after leaving the ground, Strike will miss. you can keep the pressure on your opponent while dealing some chip damage, and continue into a combo if the standing H hits. If you think your opponent might use a reversal against your Cannon Strike, don’t do it and simply jump over their head! If your opponent doesn’t move out of the way, they’ll be in perfect range for you to cross them up with jumping L . But if you’re too predictable with this technique, your opponent can counter by jumping or simply dashing out of the way. If you want to look like you’re three steps ahead of your opponent, perform an air throw—if your opponent tries to jump and counter, you’ll look like the smartest player in the universe. While Cammy plays similarly to how she plays in Super Street Fighter IV, some of ’s gameplay quirks diminish her effectiveness. Aside from the aforementioned throw range and speed, opponents can Forward away to easily escape Cammy’s pressure after a knockdown. Unfortunately, Cammy’s best counter to Forward Rolls is simply guessing. You’ll need to jump backwards and attack with jumping H if you think your opponent is going to Forward Roll. But if they don’t, you’ll have just let them out of your range. If you successfully anticipate a Forward Roll, however, jumping H can often cross up the opponent, which you don’t see very often. You can also force the direction your opponent has to Forward Roll—Forward Rolls, as their name implies, cause the opponent to roll forwards, never backwards. If you jump over your opponent right when they have to Forward Roll, their attempt will fail and they’ll simply stand up in place. If they’re trying to wakeup blocking their original direction, they’ll instead Forward Roll toward Cammy, potentially rolling back into the corner! Timing this technique can be difficult, but it’s rewarding when mastered.

86

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Cammy 2/24/12 5:25 PM H . This is . This is H to standing h as soon as you think you’ve as soon as you think you’ve moves Cammy toward the moves Cammy toward the h gives you enough time to gives you enough time to h h into Cannon Strike for 389 damage, but that into Cannon Strike for 389 damage, but that into Spin Drive Smasher a 2 frame link! The link! The into Spin Drive Smasher a 2 frame H h for your frame trap needs. canceled into HK Cannon Drill for a simpler combo at the the Cannon Drill for a simpler combo at canceled into HK is a 1 frame link and so is crouching m h L canceled into HK Cannon Spike. canceled into HK Cannon Spike. canceled into HK Cannon Spike. to crouching and cancel into HK Cannon Spike. Standing m h m h Notes Trial 17, midscreen required. Perform EX Cannon Strike as low to the ground as possible. Trial 18, corner required. Trial 19 Trial 20 Trial Trial 13 Trial 15 Trial 16 Trial Anti-air only. If MK Cannon Spike hits early, you can tack on another HK Cannon Spike for you can tack on another HK Cannon Spike for If MK Cannon Spike hits early, Anti-air only. additional damage. Edge Slicer. off Razor’s combo Corner only, 1 block required. 404 damage, but difficult. off Quick Spin Knuckle. combo Corner only, 9 Trial 10, close Trial 11 Trial 12, corner required. LK Spiral Arrow must hit as late as possible. Trial , then crouching h that deliver huge advantage on block and lead to big combos on hit. Crouching that deliver huge advantage on block , standing close KK

h +

m H

hitting. If you do it too early, you get nothing, but you don’t take the risk of performing the Super Art too late, which allows your you get nothing, but you don’t take the risk of performingSuper Art the too late, which allows your hitting. If you do it too early, +

H 781 h

leaves Cammy at +9 frame advantage on hit, which is enough to make crouching leaves Cammy at +9 frame advantage + > and crouching

H

h 178 m

h +

>

, cl. H 178 H , but it’s a one frame link, making it much more difficult. frame link, making it much more difficult. a one , but it’s

h + + >

H h

, cl.

178 KK

+ H

> m + H

+

+

178 781

h

, cl. > is a 1 frame link, so you should plink it to make it easier. Alternatively, you can use three crouching Alternatively, so you should plink it to make it easier. is a 1 frame link,

> 178

H 765

H KK h

> 178 h

, st.

m KKK + , , J. 765

h + +

,

+ , cr. 2

m

H H , cl. hits them crouching, limiting the effectiveness of the move. Against those characters, you should rely on standing of the move. Against those characters, you should rely on standing hits them crouching, limiting the effectiveness 2

> canceled into Spiral Arrow at most ranges. This combo is one of the unique examples of MK Spiral Arrow doing more damage than the HK version. Unfortunately, against many against many canceled into Spiral Arrow of MK Spiral Arrow at most ranges. This combo is one of the unique examples than the HK version. Unfortunately, doing more damage

, cr. h M , cl. + KK > +

KK

h h

178 to standing , cl. M

+ 781 h H + + K

781

H

H 781

>

> , J. , l

, cl. m + , cl. > + , cl.

2 781 h

h 178 h KKK

> > KKK H

h

M

, cl. 781 765 , cr. Cl.

781 > +

KK

+ +

PP > +

, J. KK

>

H

m l > 178 765 h +

+ + h , st. ,

, cl.

> , cr. , cr. , (no input), cr. M

, cl. M M 2 cr. l

PP l l 781 h h

h 781 178

781 > , st. H

> , , is jump-cancelable, allowing you to perform combos with Cannon Strike in the middle of them. You’ll need to perform Cannon Strike as low to the ground as possible in order to combo off standing is jump-cancelable, allowing you to perform combos with Cannon Strike in the middle of them. You’ll , + + cr. 765 + +

as early as possible—only Cammy’s extended fist of should hit the opponent. Then, simply pick the opponent up with standing extended as early as possible—only Cammy’s

, cr. , st. > 765 KK , cr.

, st. >

m , cl.

, J. , l L M H h

H + m h l

h 2 2 M + + h H cr. cr.

L

L 18765 > > > , st.

, cr. , cr. , cr. Cl. , cr. Cl. 407 damage, 1 block, corner required Damage depends on damage scaling 331 damage, 1 block 294 damage 395 damage, 2 blocks 216 damage 222 damage h L L H m H h 765 L VII. Cl. V. VI. IV. III. Cr. II. Cr. I. Cr. J. Cl. J. Cr. Cl. Cl. Cl. Cr. 67812 18765 Cr. 781 178 67812 18765 Sequence opponent to block. You can also link Spin Drive Smasher after standing close opponent to block. You much easier if you use EX Cannon Strike but expensive and probably not worth the meter. If you do use EX Cannon Strike, you can extend the combo with another jump canceled worthmuch easier if you use EX Cannon Strike but expensive and probably not the meter. combo is more difficult. Combo Appendix COMBO USAGE COMBO characters, this combo doesn’t work if crouching characters, this combo doesn’t work expense of damage. expense of damage. easiest way to perform the Super Art is to simply buffer it in as soon as you recognize crouching recovered. If you hit EX Spiral Arrow in the corner, you can deal additional damage by comboing crouching recovered. If you hit EX Spiral Arrow in the corner, Although it’s difficult to hit with, EX Quick Spin Knuckle wall bounces the opponent on normal and Counter Hit, giving you the chance to do big damage after it connects. Unlike most wall bounces, EX Quick Spin Knuckle is much Knuckle wall bounces the opponent on normal difficult to hit with, EX Quick Spin much and Counter Hit, giving you the chance to do big damage after it connects. Unlike most wall bounces, EX Quick Spin Knuckle is Although it’s If it hits midscreen, combo with far standing from it than in the corner. harder to combo after midscreen and generally you’ll get much less damage perform combo VI after the EX Quick Spin Knuckle. Midscreen, the same combo as you would during In the corner, your partnerCammy can do significant damage off a tag combo, depending on where is when they tag in Cammy. hit with close EX Spiral Arrow lofts the opponent in the air after it hits, allowing you to combo after it from midscreen. You won’t have much time after EX Cannon Drill hits to combo afterwards, so input standing EX Spiral Arrow lofts the opponent in the air after it hits, allowing you to combo after it from midscreen. You Standing close This combo will not miss on characters whether they are crouching or standing. Crouching This combo will not miss on characters This combo is a core combo that’s easy to verify and safe to stop at any point to keep up pressure or throw your opponent. Cammy has rapid fire cancelable light normal attacks, so you can chain the two beginning light attacks has rapid fire cancelable light normal or throw your opponent. Cammy at any point to keep up pressure easy to verify and safe to stop light attacks so you can chain the two beginning attacks, combo that’s This combo is a core Close this combo easier. together to make close pressuring her opponent with attacks like standing Cammy is strongest when she’s opponent and generally allows her to cancel into HK Cannon Spike whenever it hits. opponent and generally allows her to cancel into HK Cannon Spike whenever verify a hit, and you can combo into crouching verify a hit, and you can combo into 04D_sf_Cammy.indd 87