Quick correction: 3:17 Do 5HP after JHK instead of 2HP 2MP, does 3870 on normal hit, 4030 on punish counter 3:25 Do 5HP after JHK instead of 2HP 2MP, does 4007 on normal hit, 4167 on punish counter Any combos doing punish counter DR 5HP 2HP 2MP as the starter can also be done with JHK 2HP 2MP for the same damage while not requiring a bar of meter Changes to the combos at 3:17 and 3:25 also apply to the combos at 3:59 and at 4:06 Besides that if there's anything else I missed lmk and enjoy
Thanks for the knowledge I appreciate I will forward this to my homies and try to get you more subscribers because you earned it with your knowledge amazing work keep it up you the MAN🙏
@16:43 and 17:58, the 5 bar combo, you can get more damage if you replace the final [ DR HP xx L Spiral Arrow ] with [ DR HP xx H charged Cannon Spike ]. Basically, the combo @ 19:02 works outside of the corner.
Not quite, the one at 19:02 ends with forward HK, that button can only go into charged dp and sa3 in the corner. Its true you can swap the spiral arrow for a charged dp lv3 at the end of the two combos you mentioned.
Thanks for the video. Learned some stuff. There's also f+HK space trap shenanigans and full combos if you aren't aware. Spent multiple days optimizing those. Great opportunity for getting damage with the spacing trap 6HK.
You can actually get the same combo damage miscreen as corner for full cashout lvl3. Instead of the 2f strict microwalk, you need to hit a 1f juggle. For damage, eg from cr.HP: cr.HP, cr.MP DRC cr.HP, [walk], st.HP DRC cr.HP, st.HP DRC cr.HP, st.HP xx ch HK DP xx lvl3 = 5566 damage cr.HP, cr.MP DRC b-HK, DR st.HP xx LP Spin Knuckle, DR [delay] st.HP DRC [delay] st.HP xx ch HK DP xx lvl3 = 5607 damage Assuming you do the DR st.HP xx LP Spin Knuckle early as possible, the following DR st.HP needs to connect where the frame meter says 16 in the green startup frame counter. If you just do it fast it will say 15 and you will cross under and whiff the follow-up DRC st.HP. If you are late and it says 17, the DR st.HP will whiff.
6:10 much better than b-HK xx EX Hooligan -> Overhead for corner combos is a DR after b-HK Meaty cr.HP, b-HK, MK Drill, HK DP = 3060 damage (0 bars) Meaty cr.HP, b-HK xx EX Hooligan -> Overhead, MK DP = 3160 damage (2 bars) Meaty cr.HP, b-HK, DR st.HP xx MK Drill, HK DP = 3187 damage (1 bar)
6:52 similarly, slightly better than going into the DR Spin Knuckle route is j.HP/HK, cr.HP, cr.MP DRC b-HK, b-HK, DR [delay] st.HP xx MK Drill, HK DP = 3802 damage (>3768)
@13:55 I didn't even know Cammy had a triple DRC microwalk combo. Though it makes sense now that I think about it. I knew about the Punish Counter 2HP microwalk 4MP.
To be fair. It is NOT digestible, but it is not meant to be a guide or tutorial. It simply shows you all the combo routes and even oki. So you can even pick and choose what you want. Its a combo catalog … and a good one. But i also feel we need some new content, i am not good enough to make a guide l but if you search cammy guide on you tube , almost everything you find is a year old. Hopefully someone will make a comprehensive season 2 guide for their characters, now that we have a relatively stable environment.
I think you can milk more damage out of all your aerial connect SA2 combos off of a 4HK / 4MP xx HK launch. I see you getting 7 hits because of how early you're hitting them with the jump medium punch, but you should be able to land 8 hits from the SA2 in all of those scenarios (The combo at 15:00 should be 21 hits and 4702 damage for example). Try letting them rise a little bit more before you hit the jump medium punch. Otherwise, fantastic vid, as always!
@@Gurpwnder lol thx and yeah I tried that but I couldn't get it to land, usually the whole super would end up missing. Good to know it was just me not getting the timing
i disagree, i’ll take this style of information density any day over a bloated 45-minute combo guide with five minutes of actual combos and an annoying commentary track that adds nothing
There are some better combos for corner carry and oki, but I'm wondering if you don't include those because the point of this video is strictly optimal damage?
It seems unclear. Maybe the combos are optimal but also shows what we can get after the combo (oki, setups, etc.)? If you need strictly optimal damagw combos, James2088 made a great video on that topic. Also if you have any tips feel free to reply to my comment, I like labbing stuff and then fishing to land them in-game, even if those stuff suck, so it would be great to learn something new from you
Thank God for your existence.
I would go nuts sitting and labbing.
Got my popcorn. Ready to OPTIMIZE.
Really appreciate the video!
Was waiting for this one. Thank you!
Quick correction: 3:17 Do 5HP after JHK instead of 2HP 2MP, does 3870 on normal hit, 4030 on punish counter
3:25 Do 5HP after JHK instead of 2HP 2MP, does 4007 on normal hit, 4167 on punish counter
Any combos doing punish counter DR 5HP 2HP 2MP as the starter can also be done with JHK 2HP 2MP for the same damage while not requiring a bar of meter
Changes to the combos at 3:17 and 3:25 also apply to the combos at 3:59 and at 4:06
Besides that if there's anything else I missed lmk and enjoy
Should probably clarify that subbing out 2HP, 2MP for 5HP only works if you confirm standing opponent
Thanks for the knowledge I appreciate I will forward this to my homies and try to get you more subscribers because you earned it with your knowledge amazing work keep it up you the MAN🙏
@16:43 and 17:58, the 5 bar combo, you can get more damage if you replace the final [ DR HP xx L Spiral Arrow ] with [ DR HP xx H charged Cannon Spike ].
Basically, the combo @ 19:02 works outside of the corner.
Not quite, the one at 19:02 ends with forward HK, that button can only go into charged dp and sa3 in the corner. Its true you can swap the spiral arrow for a charged dp lv3 at the end of the two combos you mentioned.
@@winternitz_ You just need to do HP xx charged dp in the end, intead of doing HP xx light spiral arrow.
Thanks for the video. Learned some stuff.
There's also f+HK space trap shenanigans and full combos if you aren't aware. Spent multiple days optimizing those. Great opportunity for getting damage with the spacing trap 6HK.
This is awesome man 👍🙏
You can actually get the same combo damage miscreen as corner for full cashout lvl3. Instead of the 2f strict microwalk, you need to hit a 1f juggle.
For damage, eg from cr.HP:
cr.HP, cr.MP DRC cr.HP, [walk], st.HP DRC cr.HP, st.HP DRC cr.HP, st.HP xx ch HK DP xx lvl3 = 5566 damage
cr.HP, cr.MP DRC b-HK, DR st.HP xx LP Spin Knuckle, DR [delay] st.HP DRC [delay] st.HP xx ch HK DP xx lvl3 = 5607 damage
Assuming you do the DR st.HP xx LP Spin Knuckle early as possible, the following DR st.HP needs to connect where the frame meter says 16 in the green startup frame counter. If you just do it fast it will say 15 and you will cross under and whiff the follow-up DRC st.HP. If you are late and it says 17, the DR st.HP will whiff.
6:10 much better than b-HK xx EX Hooligan -> Overhead for corner combos is a DR after b-HK
Meaty cr.HP, b-HK, MK Drill, HK DP = 3060 damage (0 bars)
Meaty cr.HP, b-HK xx EX Hooligan -> Overhead, MK DP = 3160 damage (2 bars)
Meaty cr.HP, b-HK, DR st.HP xx MK Drill, HK DP = 3187 damage (1 bar)
6:52 similarly, slightly better than going into the DR Spin Knuckle route is
j.HP/HK, cr.HP, cr.MP DRC b-HK, b-HK, DR [delay] st.HP xx MK Drill, HK DP = 3802 damage (>3768)
@13:55
I didn't even know Cammy had a triple DRC microwalk combo.
Though it makes sense now that I think about it. I knew about the Punish Counter 2HP microwalk 4MP.
To be fair. It is NOT digestible, but it is not meant to be a guide or tutorial. It simply shows you all the combo routes and even oki. So you can even pick and choose what you want. Its a combo catalog … and a good one. But i also feel we need some new content, i am not good enough to make a guide l but if you search cammy guide on you tube , almost everything you find is a year old. Hopefully someone will make a comprehensive season 2 guide for their characters, now that we have a relatively stable environment.
great vid
Time to bust out the notepad
PATTERN PLAY CAMMY!!!!!!
LMAOO
Great vid could you make a rashid optimal combo guide
I think you can milk more damage out of all your aerial connect SA2 combos off of a 4HK / 4MP xx HK launch.
I see you getting 7 hits because of how early you're hitting them with the jump medium punch, but you should be able to land 8 hits from the SA2 in all of those scenarios (The combo at 15:00 should be 21 hits and 4702 damage for example). Try letting them rise a little bit more before you hit the jump medium punch.
Otherwise, fantastic vid, as always!
@@Gurpwnder lol thx and yeah I tried that but I couldn't get it to land, usually the whole super would end up missing. Good to know it was just me not getting the timing
Updated Chun-Li combos?
Can u do an update video ED combo ?
Those optimal combos are the hardest to pull off. I don't even try them in matches. 😂 But good stuff overall.
This is not digestible at all
This is literally the best way to format combo videos. Kindly fuck off
i disagree, i’ll take this style of information density any day over a bloated 45-minute combo guide with five minutes of actual combos and an annoying commentary track that adds nothing
17:46
4:43
Just hit master rank. I think now I need to learn how to play and learn the combos.
creia que el puño medio no tenia combo
There are some better combos for corner carry and oki, but I'm wondering if you don't include those because the point of this video is strictly optimal damage?
It seems unclear. Maybe the combos are optimal but also shows what we can get after the combo (oki, setups, etc.)? If you need strictly optimal damagw combos, James2088 made a great video on that topic. Also if you have any tips feel free to reply to my comment, I like labbing stuff and then fishing to land them in-game, even if those stuff suck, so it would be great to learn something new from you