Focus Throws and Throw Defense
The intention of Cammy Bot is to make the user think about the flow which leads to throws and close range mixups with a sprinkling of dash pressure. The user must learn to tech throws to succeed, both because it is part of the point system, and because it changes her spacing to allow for more points.
It is given mostly simpler approaches and only a few throws, in order to keep the player focused on many other forms of necessary defense. Varying stages of its capabilities test the reactions in different scenarios and pressure situations.
As with all bots, 1P Health should be set to "Normal". As this an advanced bot, gauge settings are tied to Difficulty. The player may set V-Gauge and CA Gauge to whatever their preference is for Easy-mode
Settings for 2P are Health - "Auto-Recover", V-Gauge - any (players who modify this bot do not need to worry about it having a specific value for V-Gauge if their modification uses V-Trigger), CA Gauge - "Auto-Recover".
Completing each action gives 1 point. Try to get to 10 points without dying.
- A - Throw or Command Throw versus EX Hooligan, on her way down (this is not possible if she does a Divekick and is considered part of a mixup)
- B - Tech her throw
- C - For certain characters, using their own V-Skill to stop or evade her Standing MK or her divekick
- D - Stopping her V-Skill during its startup
- Easy - Stage 1 on all actions, points given for ABCD
- Medium - Stage 2 on Action 1, Stage 1 on all others, points given for ABC
- Hard - Stage 2 on Actions 1 and 3, Stage 1 on all others, points given for ABCD
- Extreme - Stage 2 on all actions, points given for ABC
V-Skill from the max distance it will hit, hidden , end recording when V-Skill hits.
Walk backward half a grid square, V-Skill from the max distance it will hit, hidden , end recording when V-Skill hits.
When tested with Action 2 later on, V-Skill should be able to combo into 2MP. The Stage 1 recording should be able to loop jumping MK. The Stage 2 recording should continually do V-Skill.
Stand close enough to hit with this.
5MP, 2MP, 2MK (this will not combo), 236HK, hidden [66 (dash)], 66 (dash), end recording just before end of dash animation.
5MP, 2MP, 236HK, dash, dash, end recording just before end of dash animation.
Press the corresponding Light button along with each Medium to increase her chances of recoveries from knockdowns.
When replayed by itself and allowed to connect, if you Quickrise and attempt to hit 2LP, she should be able to counter-hit and do the combo again.
Stage 1 is intended to be blockable but to get people who do not guard their legs (crouch-block). Stage 2 is more efficient but should not be used if the user is not sure that they guard their legs correctly under pressure.
Successfully back-throw opponent, hidden [2LP, 2LK, 5LK, 6], continue 6, press throw again as soon as you see her move forward. End recording on throw whiff.
Successfully back-throw opponent, hidden [2LP, 2LK, 5LK, 6], continue 6, end recording as soon as you see her move forward.
Pay attention to which direction is forward, but you should not need to press forward before the opponent has changed sides. Pressing forward as soon as you can after they change sides alters the amount of time Cammy walks after hitting the buttons. This can be varied to match your ability to react and therefore can be lenient at first.
Stage 2 is a meaningful difficulty increase in Point System B.
From slightly closer than mid-screen, 41236LP+MP, end recording when she is at head-height.
From slightly closer than mid-screen, 41236LP+MP, instant hidden [4MP], end recording when she is at head-height.
Player can learn slightly more after becoming used to this by changing bot's CA Gauge to Normal.
214MK+LK, 6HK, end recording just before her feet touch the ground.
If recorded perfectly, in conjunction with others, this should allow Cammy to combo 2MP from Action 2 after 6HK connects. If this does not happen, just attempt to alter the timing of the recording end.
Still in progress.