Cammy Combo/Tech Thread: Target Confirmed!

Back to crossup f+hk,you can get it against fangs slide too and it seems only the 2nd hit can crossup. Had it happen to me while playing fang in ranked (1st match after trying to replicate it in tm for 2hours,yeah i know >_> )

I donā€™t know if this has been talked about, but you can cancel Cammyā€™s backdash on the last frame (or frames?) into specials/ca!

Normals too I believe.

if i land a fwd or back throw whats the best way to maintain pressure?

If you throw them against the corner you can walk up grab again and if you feel like they will tech you can shimmy (careful since wake up jabs can hit you) or instant crhp for a meaty.

throw is an absolute reset of position with Cammy. Any advantage you gain from this will be purely a mind game set up.

Hereā€™s an example: throw, hp hooligan, letā€™s say your opponent uppercuts you. The second time, you do the throw, do LP hooligan and cancel it with LP+LK. They will probably react to hooligan again and uppercut, but LP hooligan has shorter forward range so theyā€™ll whiff and you can punish accordingly.

I have a theory that cannon strike is less punishable on a crouching opponent given the wider hurtbox and if you space it more properly. I think it may even be more linkable to cr.lp. Will have to test it out further. Though itā€™s probably still not worth it if you have meter.

Given how important it is for Cammy to maintain pressure, her best tool imo with meter is ex cannon strike. Safe on block, and leads to Cammy mix up and shimmy shenaneigans.

Neat OS I found after a whiffed throw
https://www.youtube.com/watch?v=PIlKRtxNgQY

What East said it good, but remember that you are always minus after throw/back throw. On paper there is no way to keep actual pressure.

after v trigger arrow is there anything besides dp?

ive been doing hooligan then dive kick. makes reversal.dps whiff and you can pressure on block. is there anything else

Anyone trying anything with cancelling normals to hooligan? Ive found cancelling TC into HP hooligan divekick will cross and hit them on quickrise (tested on ken) beating wakeup cr. jabs, but loses to wakeup shoryuken regardless of the timing of the divekick input. Interestingly you can loop this for as long as they donā€™t block since you can confirm the divekick into cr. lp > TC, although itā€™s unlikely the same shenanigan will work repeatedly and I havenā€™t yet found any variations. The only other option I found was pressing the divekick earlier will cause you to cross back before they finish rising but I havenā€™t had the chance to test this against wakeup options and Iā€™m not sure if you land soon enough to hit meaty. Other than that, Iā€™ve been trying to figure out why the ex CS puts them in that weird juggle state where your options are limited to finishing with a special for damage or jab for reset crossunder. St HP can be used alternatively and cancelled into hooligan, but as far as I can tell they probably recover in time to stuff you although I have not tested this yet. What are you guys following ex Cs with? I feel like Iā€™m missing something.

Thanks to the input buffer, we can make sure buttons come out on the first possible frame. With the availability of frame data, we can know with mathematical certainty how much of a gap we can create when doing frame traps.

In higher level play, delay teching is a big deal, however your emotions can get in the way of delaying things properly. So I have compiled a list of frame traps starting with a 3 frame gap all the way up to 8 frames. With this you can be very methodical in your frame traps.

Its possible that I may have made a mistake so if I did point it out and ill correct it

3 frames
st.lp cr.mp

4 frames
cr.lp cr.mp

5 frames:
cr.lp stmp

6 frames:
cr.lp cr.mk

7 frames:
st.lp st.hk

8 frames:
cr.lp st.hk

All of these still allow a tick throw instead.

Theres a ton of variations that can be done here, you can swap out cr.mp if you donā€™t like to use that. But the concept may be important

most players seem to fall for a frametrap within a 5 frame window. these people are not mashing lights (reversal)or late teching.

Just a bit of psychology im noticing.

Wuhuhu frame gaps.
And added.

Thereā€™s comboing straight into super lol.

Also what do you mean by anything else? Like from Hooligan or just have something that makes DPs whiff? You can spin knuckle to get DPs to whiff as well.

By anything else I meant like setups etc

If you ran out of V trigger meter and landed a VT spiral arrow, you can do EX DP.

And you canā€™t get anything off of throw midscreen (besides forcing them to block st.mk/cr.hp). I think thatā€™s the only true weakness of Cammy (ignoring health/stun which is huge), she gets nothing from grabs midscreen. I donā€™t think it matters though, because her neutral is so strong, and she carries to the corner in 1-2 combos depending on the initial position, and her get in tools are extremely good that it doesnā€™t even matter.

Hey all, came here looking for some thoughts on this:

https://www.youtube.com/watch?v=8DMMTuF5Kfo&feature=youtu.be

For some reason st. mp > st. mp will only connect if Iā€™m holding forward. The timing on it is kind of frustrating, and I donā€™t know too much about frame data. But it really feels like this shouldnā€™t work, and if it was intended, just not worth the effort when thereā€™s better st. mp strings.

it sucks that Cammy doesnā€™t have an overhead to kill people on their last legsā€¦ oh wait, yes she does!

So st.MP is +7 on hit and 6 frame startup. Normally st.MP pushes back so using that one extra frame you can walk forward slightly and then input st.MP to get the second hit to combo. Thatā€™s why this works (and also a testament as to how fast Cammyā€™s walk speed really is).

On crouching this works very consistently because crouching hurtboxes are wider and make this combo very easy.