Finally beat the lvl 32 corrupted zone. (Aka the two rockbreakers). I'm at level 50 but it's not the level that matters. It's the ammo and skills.
Theres a place where they are where you can run up a rock and jump to a rock that looks like a tiny bridge-like circle. Jump in the middle of there because running around on land will get you killed and it wont matter how much dodging you do.
When you're at that spot, the rockbreakers can't jump up from the ground and get you. But they're gonna appear from a distance and throw rocks. Shoot them in the hands with the shockwave arrows and then jump down as you dodge the rocks and when they're about to dive underground, switch to your hardpoint arrows so you knock off that back plate. The hands and the back plate make them go underground. With those gone, they're more predictable. After you fire the hardpoint arrows, IMMEDIATELY run, roll, and jump back to that place because that other rockbreaker is coming.
When you're at that spot and you've disabled enough of their parts, they'll move slower and come closer to that spot. Hit those bastards with blast bombs and fire arrows. Especially fire arrows because corrupted machines are weak to that and burning them drains their life constantly. i killed both of mine without a kill shot. Use your potions accordingly.
This has been THE INVINCIBLE SWORDSMAN saying:
Triple shot EVERY ARROW. You're gonna need it.
Beginner Cammy EZ Offense Flowchart:
BnB: 5mp, 5hp xx hkdrill
Corner Dizzy Punish: 8hp/8hk, tc xx lkdrill, exdp
AA: 4mp, lkdp, mkdp
Neutral: your neutral will center around 5mk and your AAs. How this will work for you, is something you are going to have to figure out on your own based on your style. The faster you figure out your neutral strategy the ezier this flowchart works.
Strategy: Land hkdrill. Period. End of story. This should be your singular focus on offense. - The following assumes QR , I will talk about the other rises ltr - so you land your first hkdrill, what now? Dash, 2lp, 6~throw. This is very important that you get this down, and this is your first course of action after your first hkdrill. If they tech, play neutral. Throw hits, play neutral.
You land your 2nd, 3rd ... hkdrill dash, now you have more options:
1) 2lp, 6~throw -- same as before
2) 2lp, 5mp, 5hp hitconfirm hkdrill -- block: walk back or jump back or dash back and play meutral. Hit: dash, repeat.
3) 2lp, delay tech -- play neutral/defense
Mix up your options. 3rd option is if you are expecting a reversal. Pay attention to their stun gauge, usually they stop pressing buttons when pressured and close to stun. 2lp, 6~throw works really well here for getting the stun.
Recognize that the player did a non QR wakeup and manually time the 2lp to hit them as they wakeup. Make sure to 2lp, 6~throw if its your first hkdrill.
Super/ex drill through fireballs.
Setup works after exdp as well in the corner.
After 4mp AA, walk up and time 2lp, 6~throw as they land.