Cammy Combo/Tech Thread: Target Confirmed!

Moon tiger with that tech of the week! Nice work man!

Necrotrophic: That tech vid with James Chen is pretty nifty, but I am worried about the times when the Lift Combination (back + MP, HK) gets blocked, because you would be at -12 frames. I guess you could hooligan, but doing this combo too often would be kinda risky if you can’t land it often enough, do you think? That’s the only drawback I see from that tech.

Punishing untrue fireball strings with EX Hooligan, sounds so stupid, so idiotic, so dumb.
It’s the best thing ever, I have a new favourite tactic. Techvideo of the year!

https://www.youtube.com/watch?v=9J9e--x1Wdw
https://www.youtube.com/watch?v=eyjUMr0pmm0

Found these two videos today on reddit. The first one seems quite decent provided you’re in range for that b.mp.

The last setup in the first vid, the dash under, that looks legit. I’m definitely gonna take that. Dunno about the rest of those though. And isn’t j.mp being wonky old news?

The crossunder is kinda rough. You have to keep pressing it until the end. At the moment I either end up in front or with a bmp.

I want to clarify the second video because it’s a little misleading:

Unless it actually says “cross-up” it usually isn’t a real cross up (barring exceptions of very late cross ups like Spin Knuckle or Hooligan to other side > cannon strike). What’s most likely happening here is that you’re hitting j.MP on the front side at the latest possible moment and then landing behind the opponent.

If you look at 0:17 you can see that j.MP hit while Cammy’s torso was still on the front side. She hasn’t quite crossed sides yet. So your opponent can still block same side, but they might still have to block the other side when Cammy lands.

The cross up is more of where Cammy will land and not the fact that j.MP actually crosses up (which it doesn’t).

More on the first video: After the divekick you can empty jump low if they quickrise. I wish it was easier to land our TC after v-trigger activation :bawling:

So quiet here

So I played a bit around, don’t know if thats any helpfull.

I set the dummy to wakeup cr.jab and tried some stuff. The dummy was Ryu.

After EX Divekick:
DP Dash forward st.hp/cr.mp this counterd Ryus jab, I tried it on Chun too and it worked on her too. normal quickrise
DP Dash forward step forward st.mk this counters Ryu jab too, same for Chun. It works on backrise, however if you just dash, the jab will beat your normal out, if you take a step forward it should work
M Arrow Dash forward cr.mp self explaining

After every DP Combo:
Dash forward cr.mp, worked on Ryu,haven’t tested it on others. You can’t link into anything else, so cancel into arrow is the only option, but it gives you regular knockdown pressure afterwards. regular quickrise
Dash forward st.hp/st.mk. I think I just fucked my timing here up… sometimes it worked sometimes not. If I did a step forward it usualy worked better, but sometimes it worked without step and sometimes I got counterd.Against Backrise.

This is the first time I realy search for this stuff, this might be totaly uselss or totaly wrong.

I think East covered this in some meaty setups videos, but yeah basically after any Hk SA or Hk CS knockdown you can dash forward and meaty with st. hp, st. mp, cr. mp to catch jabs on normal recovery. The st mk catches both normal recovery and back recovery though using the same timing. You can catch their back recovery with F+Hk but it’s riskier as it stops your pressure if they block. Otherwise just delay the st. mp/hp to catch the back recovery. Definitely takes some practice though.

Pretty much after all Hk CS’s not in the corner I dash forward and hit st HP. It either catches their button or puts them back in a block state and leaves you at st mk range. If you have good reactions you can cancel into another CS or SA. They can reversal it however, but I don’t find many people besides a few Ryus or R Mikas that try to do it.

Shhhhhhh, unlisted. They can’t run, they can’t hide.

https://www.youtube.com/watch?v=tlZr0S-QFIg

Uhhh cant they just jump back and press a button??? What if they just sit there and jab?

Actually I prefer if the did press a button. Look at the first shot, the Rashid very clearly does heavy kick in the air. By pressing a button, they extend their hitbox and are more easily throwable.

In addition to this if they press a button in the air, they land and cannot do anything for a couple of frames because of trip guard, if I somehow manage to REALLY screw up and do it mega late, I’ll throw them on the ground.

While these were reads, they don’t have to be. You can pretty much wait till someone is at the apex of their jump and then do HP hooligan to catch them. These were reads because I knew from earlier in the match that he would do it.

The big take away here is that Cammy cannot be OS’d jump back from. You have to deal with her pressure. When they sit there and jab I just frame trap.

I should read these threads more often. Jump back has been a huge weakness to my game. Neat.

I love it catching jumpers with a Hooligan, the throwbox is good by itself, but if someone presses a button and the throw leaves you right next to the opponent too.

Ok ill give it a try. One of my friends LOVES to jump back feirce and we even named it as a skill after him because he Always uses it to get away and its really annoying have to chase the dude down. If this works he will have to think twice about jumping back!

Well, description of this video explains what is going on. And sorry for the potato quality.

I’m not sure if it was known to work in such ranges, but yeah, that is actually a decent tool to have in this matchup. Meterless answer to fireballs from pretty far away. It requires really fast reactions, it most likely requires you to be buffering the DP to react properly without fearing the risk of whiffing a DP. But still… range and invicibility on DP? Yeah, we got some.

I found a way to deal a little bit more damage.
If you block a DP and have V-Trigger do the following:
V-Trigger activation -> CC st.hk -> walk a bit forward -> st.mp-> st.hp xx Arrow -> DP

Deals 408 damage and over 500 stun.
The reason why we deal in this way more damage,than with CC st.hk -> Combo xx V-Trigger -> Combo, is that the V-Trigger scales the Combo a lot.
With this little change, we deal more damage and use our V-Trigger better.

You do trade stun damage for the higher raw damage. Each punish has its advantage depending on the situation.

In that scenario, your options basically boil down to this:

CC st.HK, cr.HP/st.HK xx VTC, st.MP, st.HP xx VT Arrow, VT DP = 405 dmg, 632 stun
VTC, CC st.HK, st.MP, st.HP xx VT Arrow, VT DP = 408 dmg, 617 stun (+3 dmg, -15 stun)
VTC, CC st.HK, f.HK, cr.MP xx VT Arrow, VT DP = 410 dmg, 577 stun (+5 dmg, -55 stun)

Would the same apply to stun combos?