Well, I just do a single quarter circle forward and punch right after the dp, if you do it fast enough after the dp the game counts the dp as the first qcf input and will go right into the super, that way you arnt trying to to the entire super input right after the dp
i found an alternative route for the last punishment counter to those who struggle on cancelling the OD DP into lvl 3... you can swap the od dp for qcb+MP but you'll get less 100 dmg
nice video man,ive been trying to learn how to play with cammy,however i cant quite connect the last combo some times i dont know if my timing is not right or the lag messes me up,i mean i can pull it off in practice not so much in a real fight,any advice??
Thanks for the comment it means a lot to me. I'm glad that people are getting value from my content. Also about the mod I don't know where it came from. I get all my footage from replay channels and they are the ones with the mods.
This character sold me the game and I'm enjoying it so much, so I owe her to be able to play as her at least at a competent level. 😂❤ Thanks for the video!!
for the wallsplat drive impact combo. heavy punch into medium spiral arrow does more damage than the heavy spiral arrow cause the heavy one only hits once from the wallsplat
@@Narukami2D just a constructive comment : in your example you wall splat with the opponent NOT blocking. This results in the wall splat being higher but it never actually happens in game. When the opponent is blocking the DI they get wall splat'd lower. The optimal no meter combo is HP, L spiral, H DP for about 2k.
I actually have two better combos for dmg off wall splat. You can: St. Hp -> Lk Spiral Arrow -> Hk Dp or if you wanna use one DRC you can: Back+Hk -> DRC -> Forward+Hk -> Mk Spiral Arrow -> Hk Dp. And of course, knowing longer kill confirm combos off wall splat is important. Like Hp -> DRC -> Hp -> Charged Hk Dp -> Lvl 3. Etc.
when i try to do the light convert, the game eats the standing light kick and I can't tell what I'm doing differently when I do land it. Is this a skill or computer/controller issue?
From what it sounds like it seems like you are doing the st.lk too fast and the game is not registering it. Try slowing down a bit when you hit st.lk. The sequence should have an rhythm to it.
@Narukami2D As a new street fighter 6 player who is still searching for a main character, for after I find one you need to do this for the entire roster as it’s great as a starting point for once I find a character to know 5 key combos to get started with any character on the roster I decide to main.
That is the plan to do the whole cast! I just been busy with other projects and getting those out, but I will get back to doing these style of videos soon!
Yeah @Narukami2D thanks, this combined with a great physical resource I got called Game Fu Way of the Digital Fist in hardcover by Perfect Legend that goes over the fundamentals all the way to the advanced strategies of fighting games it should be really helpful
Spiral Arrow is one of the best moves in the game. Such an easy and effective way to end any combo, and it’s really hard to read. Pretty much anytime I’m playing against Cammy, that move is eating me alive.
This video is amazing! As a super green fighting game player, all I'm looking for in a combo video are a few easy BnBs to learn so I can focus on fundamentals and not a hard combo. Thank you!
Outfit wise sf6 is my favourite cammy just because it fits her as a character so much and the older leotard doesn’t really fit the grappler vibe where a singlet would fit more
You can go for that convert but the st.lk allows for more time to hit convert. Sometimes in the heat of a battle the two hit convert can be harder for a newer player. Hence the reason for adding the st.lk to make it a bit easier.
@jacobsnoopy1 another reason I can give is that against some chars with narrow bodies, you need the st short over another st jab to actually land the combo. Otherwise they will be slightly out of range for the second jab
Just got this game a day ago & decided to learn Classic. Chose Cammy as my main, not knowing how much more she makes me want to play/learn 🤣. Now I know spiral arrow can be incorporated in a lot of ways. Is there any hooligan combos you can showcase as well?
Is there a reason to go for a standing light kick instead of a crouching light punch, during the light convert combo? I find the timing kinda weird to go from crouching light punch into standing light kick, so I don't see why another crouching light punch wouldn't work just as well, since it's the same damage, cancels the same and even makes the input for going into a spiral arrow slightly easier.
Yes St.lk has more range than the cr.lp. So you need the st.lk to get the 3 light combo which is max damage of lights. However, you can do the 3 light combo with the jabs , but the last one will whiff if you are too far away.
Hey, dude great video just one question how do you get the dive kick to work so fast and so low. Is there some hidden technique to that or do you Just have to be fast with the buttons?
You can do QCB +Jump Forward and then the kick button to get it to come out on the first available frame. It's called a Tiger Knee motion. If you need help, look it up.
I'm pretty sure I said manual timing in video but it's been awhile since I watched the video. Nevertheless, auto time throw is an throw that doesn't require an specific time to get. You just hit throw and it will hit meaty. Hence the word auto in it's name. Did that answer your question?
@@Narukami2D yeah thanks! I tried watching with automated captions on, and it too showed auto. But I mean, I'm just gonna do it the only way I know how anyway. Good tutorial video, thanks. Trying out Cammy for the first time, it's easier to play her now that she has pants on for some reason.
"combos are the back bone of fighting games" I appreciate the video, but this one sentence is just so..... so incorrect. Combos make up a very small portion of the gameplay of a fighting game. If they simply adjusted the 2 hit combos to deal as much damage as the complicated combos enabled by the same startup, the core interactions between the players would be entirely unchanged. Again, thanks for the publish. I'm clicking the like and everything. Fanbase over-emphasis on combos in design is just a trigger topic for me. I will always argue the point when its brought up.
once you learn them or learn how to format them they are insignificant but anything before that they are needed, its the backbone because its what draws new people in, what keeps people watching, and what makes you feel the best when nailing, if its not the backbone of gameplay its the backbone of the FGC itself.