Cammy Combo/Tech Thread: Target Confirmed!

cammys mixups in a nutshell:

after arrow:
nj (to punish delay tech)
meaty
meaty throw
tick throw
frame trap
shimmy
bait with block

there is no real use for hooligan beyond low level play.

basically every other character can do this stuff, except cammy benefits by being able to stay in your face.

Even Ex Dive kick mixups are bad. I really think mk arrow is optimal because of the corner carry.

get used to spamming st.mk and throwing until you get a read on button presses because thats all anyone is gonna be doing with cammy

Might as well go for a meaty if you are going to risk doing a hooligan divekick on their wakeup. Or one of the numerous options Necrotrophic mentioned.
However, throwing such a hooligan on their wakeup once every blue moon isnā€™t bad when not trying to make your offense too lineair and predictable.

Hey guys Iā€™m not sure if anyone has discovered this or if it will help much but I found a cool cross up in the corner: s.mp, s.hp xx H.SA then immediate j.hk. This will hit cross up with enough advantage on hit to link another s.mp, s.hp xx H.SA

I was messing around with this a while ago and IIRC I donā€™t think that it is a true cross up. Set the CPU to guard after first attack or record the dummy performing the setup and try to block it yourself.

What is the point of hooligan after arrow? If they dp, you get a regular counter and if they donā€™t you have meaty pressure. Isnā€™t that the same as regular wake up pressure minus the fact you can throw him and get a bigger reward if they DP?

we should put effort into finding setups after cc sweep. not just safe jump but rather derpy sf4 style scumbaggery

problem is, how often do you sweep with Cammy? I almost forget that button even exists. After that, what set-up are you gonna get thatā€™s going to do more damage than a full CC st. HK combo?

Unless we find some set-up where we can get j. HK to cross-up.

if theres something scummy enough i might sweep a lot. but right now i never do

Cammy mix-up using all of her tools. This should make some more sense of her moveset for those who donā€™t already know.

https://www.youtube.com/watch?v=j7F3b3DxeLM

If you have any questions, please let me know!

how + or - are we after a vreversal on hit??

-8 on block and we get a knockdown on hit.

im talking about on hit. how + or negative are we on hit, with the knockdown

Oh. No idea, I donā€™t have that frame data listed on any of the sources I have. Its just ā€œKnockdownā€ :confused: My guess its roughly the same as a c.HK knockdown (69 frames)

have you guys heard of the new technique Trip Guard Throw Tech OS? I came up with a specific Cammy setup that will cover all 3 wakeup timings.
https://www.youtube.com/watch?v=vfpNu62U__Q

https://www.youtube.com/watch?v=XFZVxvlxo6o

Actually, you missed the back roll recovery.
This is quite annoying tbh, specially in the corner. Any tips to confirm which knockdown my opponent used? It is not easy at all to confirm what recovery he used to adjust the meaty timing properly.

You just have to dash forward after hk.sa and visually see if they quick rise or back rise. If they back rise you press St. MP a frame or two later than you would if they quick rise. The setup I show above covers all 3 wakeup but I did not show it.

Practice by setting your opponents wakeup to ā€œrandomā€

the issue with random recovery is that itll do slow rise 75% of the time

Huh, no Quickrise is good to throw people off.
Mixing your wakeup options up is pretty much the most effective way.

EX Hooligan can be used to punish untrue fireball blockstrings.
https://www.youtube.com/watch?v=hUInwdDPPEM

thats not a bad idea