Cammy Combo/Tech Thread: Target Confirmed!

Yes the one I’m talking about (discovered recently) has doesn’t allow you to tech.
The main point of that OS is making the opponent’s throw whiff and you punish them with a special. There would be no sense in teching :stuck_out_tongue:

It’s not useless. It’s a throw read and actually favorable to DP in most situations.

Against throws: Beats them just like a DP would and deals damage just like a DP would but you’d score a knockdown and put them in a mixup situation. A DP would reset the game to neutral.
Against baits: You eat a regular punish instead of a CC combo.
Against shimmy: You either get a mixup or eat a normal punish if they’re still walking back. With DP you would reset to neutral or CC combo.
Against meaties: Only situation this is actually worst than DP.

Of course, late tech and jump tech OS is still better in every situation. Only downside to them is you get no knockdown mixup but it has close to no risks either.

Yep I’m sticking with jump back tech except unless I have a pretty strong read

Why is that karin able to tech?

I have no clue, I’m not even sure this is what I was talking about.
I meant these videos https://twitter.com/TOOLASSlSTED/status/767968279231168512. There’s no teching in there. My bad.

CMY A45_000: ARROW_L
ARROW_M
ARROW_H
ARROW_EX
SPIKE_L
SPIKE_M
SPIKE_H
SPIKE_EX
V_ARROW
V_SPIKE_L
V_SPIKE_M
V_SPIKE_H
HOOLIGAN_L
HOOLIGAN_M
HOOLIGAN_H
HOOLIGAN_EX
CA_L
CA_M
CA_H
CMY A45_001: ARROW_L
ARROW_M
ARROW_H
ARROW_EX
SPIKE_L
SPIKE_M
SPIKE_H
SPIKE_EX
V_ARROW
V_SPIKE_L
V_SPIKE_M
V_SPIKE_H
HOOLIGAN_L
HOOLIGAN_M
HOOLIGAN_H
HOOLIGAN_EX
CA_L
CA_M
CA_H
CMY A45_002: ARROW_L
ARROW_M
ARROW_H
ARROW_EX
SPIKE_L
SPIKE_M
SPIKE_H
SPIKE_EX
V_ARROW
V_SPIKE_L
V_SPIKE_M
V_SPIKE_H
HOOLIGAN_L
HOOLIGAN_M
HOOLIGAN_H
HOOLIGAN_EX
CA_L
CA_M
CA_H

This is basicly everything you have.

Can the framecgaps for frametraps be updated on op. There are alot more for 3f than are listed.

I can probably provide the updated numbers. i think most of them should be removed anyway. I think cipher owns the thread tho.

If someone posts them, I’m the one who collects the informations, I don’t made them.

3 Frame Beaters:

2lp, 5lp
5lk, 2lp
2lp, 2mp
vskill, 2mp
5mp, 2mp

There are more like; 2mp, CA;Ex dive, 2hp; etc. These seem like conditioning, knowing the mind of opponent not necessarily solid strats. Funny enough 2mp, CA never hits counterhit.

5mp 2mp can’t be 3f beater,since it has a 4f gap.
also 5lk,2lp is a 3f beater.

I need a full and error free list if you want that stuff updated.

5MP 2MP has a 3f gap and since its medium it will beat 3f jabs/shorts via priority system and he did wrote the 5LK 2LP that you mentioned.

It’s +2 not +1, my bad, must have looked at the wrong line.

I still need a full list.

I’ll try and make a list of frame gaps today or tomorrow. Unless someone else wants to do it.

In my experience, 2,3,4,5 and 7ish seem to be the most useful.

2 to beat backdash without getting a reset.
3 for immediate 3fr jabs
4 for jabs that don’t come out immediately (slower reactions)
5 for techers or delayed button presses
7 for really delayed people when you don’t want to shimmy.

Does st.lk, cr.lk really beat jump back OS or are people I’m fighting against doing it wrong? I still don’t properly know how trip guard and pre-jump frames work in this game.

It probably doesn’t. I mean maybe if the person does it in an exact way but I dunno. Everyone is a little different. If it beat jump back os then I didn’t realize it. I just use it against walk back.

If you do st.lk as a meaty they’re going to block it.

Meaty MK Dive after LK SA to cover both wakeups and REKT backrise.
https://www.youtube.com/watch?v=eNh0EpvSqE8

This graphics hurt my eyes in a way I could never imagine before!
Still nice tough.
And added.

SFXIV

[quote=“Haztlan, post:576, topic:177752”]

Meaty MK Dive after LK SA to cover both wakeups and REKT backrise.

[/quote]

It seems the divekick will whiff when you are further away(atleast when you do the divekick as fast as possible).
Combos like st.mp, cr.mp/mk or st.mp, st.hp or cr.mp, cr.mp for example, it might whiff on some characters and hits on others, only tested it against Necalli.

Seems to work fine for combos that start close and have minimal pushback. Counterhit cr.lp, cr.mp for example.

Yeah I said that in the description, but crMP crMP works fine IIRC

EDIT: Yeah, after crMP crMP LK SA works just fine as long as you started the combo from point blank, which is most of the cases.