Difference between revisions of "Marvel vs Capcom 2/Cammy"

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(The Basics)
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[[Category:Marvel Vs. Capcom 2]]
 
[[Category:Marvel Vs. Capcom 2]]
[[Category:Cammy]]
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'''Best assists include Sentinel (G), Tron Bonne (G), Cyclops (B), Psylocke (A).'''
 
'''Best assists include Sentinel (G), Tron Bonne (G), Cyclops (B), Psylocke (A).'''

Revision as of 20:49, 29 May 2009

Introduction


Colors

LP http://i11.photobucket.com/albums/a154/magnetro/LP-4.jpg HP http://i11.photobucket.com/albums/a154/magnetro/HP-4.jpg A1 http://i11.photobucket.com/albums/a154/magnetro/A1-5.jpg

LK http://i11.photobucket.com/albums/a154/magnetro/LK-4.jpg HK http://i11.photobucket.com/albums/a154/magnetro/HK-5.jpg A2 http://i11.photobucket.com/albums/a154/magnetro/A2-5.jpg

Moves List

Normal Moves

Special Moves

Super Moves

Killer Bee Attack (QCB+PP)

Has an invincible start-up. You this to catch an opponent doing a laggy move.

Assist Moves

Alpha Assist

Cammy does her cannon strike move. This is invincible until it hits an opponent, however some projectiles can knock her out of her assist.

The Basics

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

References

http://www.dailymotion.com/video/x2bn2i_mvc2-cammy-combos-and-resets

Advanced Strategy


Best assists include Sentinel (G), Tron Bonne (G), Cyclops (B), Psylocke (A).

Playing with Sentinel (G): Can do j. Cannon Drill (RH version) while calling Sentinel (G) to back you up. Also can do call Sentinel (G), Cannon spike (either version). Sentinel Drones will often protect you (unless the drones are interrupted or hit the opponent's assist).

Crossup on incoming characters (in the corner only): Call Sentinel (G) (also works with Strider (B)), Cannon Spike (RH version) that whiffs on purpose (must execute this before the opponent is in the screen to whiff). You will end up behind the opponent as they come in and the opponent often can't even see where the drones or Strider is located (cross-up practically occurs below the screen). Free c. short, c. forward, c. fierce, etc. after the drones or Strider assist hits.


With Tron Bonne, it's very useful to use j. short, j. forward in combination while calling Tron Bonne. Use with the occasional c. short, c. forward, c. fierce attempt (safe against many characters), can you can have a virtual lock down (very effective vs. Sentinel and large characters).

Character specific strategy

vs. Sentinel

When facing sentinel or other large characters (blackheart, juggernaunt, tanos, dr.doom etc.) her hooligan trow combination (qcb+k and then press p when close to an opponent) becomes much more reliable.

if you are close to sentinel do the qcb+k and immediately press p. You will most likely be in range. If you do this on a crouched opponent you can combo into her bread and butter combo.