Cammy Combo/Tech Thread: Target Confirmed!

Has East removed his Videos?

I hope not. Aw new channel. https://www.youtube.com/watch?v=cClYaVlf1fA

Good,I was worried that the videos would be down. I just have to change the links then. This might take some time,but I’ll try to do this asap.

https://youtu.be/AQ0eFmKjVbE?t=67
(1:07 in case the url doesn’t work)

Been experimenting with forward, back and forth shimmy lately. Easy to confirm, easy to bait (walk forward freaks people out), really good damage but I can’t find a proper way to set it up. I’ve tried doing like I did in the video but I can’t find a reliable way to do it.

Anyone else does this? Care to share experience?

Where do you find it not working reliably? Is it like you walk back and get caught with a low sometimes or did you mean something else because in the video it looks like it was working for you?

For me it’s about conditioning the opponent to want to tech and not jab or something else by doing tick grabs and frame traps. It usually takes a few knock downs to get an idea of what they tend to want to do and a few cues on your part to get them to do what you want them to do. I’ll sometimes go two to three rounds before I can get certain players to tech even once as they know the grab resets the situation for them. For the most part the shimmy works the same for all characters. A typical shimmy setup I see Osayu do is the st lk walk back cr mk SA. He does it on wake up and after an EX dive kick with normal tick throws thrown in. I think the most important thing is keeping them guessing so any setup where they can’t really know if you are going to grab/hit a button/or walk back is going to work: ie after any light attack, any jump in (especially cross ups), or even on wake up if you’ve been landing a lot of meaty throws especially in the corner. Smarter players will catch on and will stop teching or will look to do a fast low attack to catch you, so that is why you have to keep mixing in frame traps and different tick throw timings. You can’t really just pick one setup in hopes it will reliably cover all situations unfortunately.

Can anyone help me understand what is going on?

  • Cammy’s st.lp has got more pushback than cr.lp when you’re counter-hit
  • Record a cammy dummy against yourself (also as cammy) doing st.lk b.mp st.hp
  • After you block st.lk, press a button. The st.hp gets blocked if you get counterhit while pressing cr.lp but the combo goes on when you press st.lp. Shouldn’t it be the opposite?

Edit: Ignore this. Apparently it happens because you’re beating the cr.lp by priority alone so it adds extra pushback (thanks based haztlan).

danmit is true, anyone else that is not working too?

Gimmicky Throw stuff(Tested on Chun Li):

fThrow, tkexcstrike - hits Chun really low to the ground. Timing is pretty quick.

Gimmicky 2mp Hit Confirms on crouchers(Tested on Chun Li):

2mp oB, 2lp oB, 2mp - 2nd 2mp reaches on block. Have to do it super fast.

2mp oB, 2lp oH, 5hp xx … - I can hit 5hp in tmode with good consistency on random, my reaction time is in the 250-330 range. If this is to hard to hit-confirm then use 2mp, for weak ass damage.

2mp oB, 4mp oB, slight delay 5hp xx trigger - unless you can hitconfirm the 5hp.
2mp, oB, 4mp oH, Super
2mp oH, TC xx mksa/lksa, excsp in corner

The above string is a weird one, if the opponent blocks everything they eat 33 points of damage with you just within tkexcstrike range. If you get the counter 4mp you have no followup outside of super, which is a stupid easy confirm. Did not test vtrigger to see if it has a lax cancel window. Also get a shimmy window. If they still block the 4mp, you have to delay the 5hp slightly to so that you hit their recovery on 3f button. The timing is very strict. I read somewhere that 5hp had late cancel super properties but i never tried. its not bad since you will be doing over 100 on the 5hp thanks to white life, and if you can hit confirm stuff off the 5hp, even more. If the 2mp hits then, just follow with the standard TC combo, except use mksa mid screen since the lksa, excspike will whiff, no thanks to the push back from 2mp. in the corner its business as ususal with lksa and excspike.


Also after this hksa, dash, 2mp. I cannot hit 5hp on normal hit of 2mp. In S1, I could do this, I wonder if the 5hp is not a true meaty anymore. Anyone experience this??

Also hit confirming this string is starting to get on my last damn nerves.

2mp normal, tc xx …
2mp counter hit, 5mp, 5hp xx …

Never mind putting it on random block as well, damn. My brain says one thing, my hands do something else.

what is tkexcs?

tiger knee ex canon strike

I was excited for a bit again about cr.mp, b.mp and ch cr.mp, st.mp, st.hp on crouchers. But a LOT of characters their normals pushback when hit on first frame making these combos completely whiff.

I’ve only tried a few characters but these are the normals i’ve found currently that cause this pushback, havent even tried heavies and command normals:
Cammy cr.lp
Necalli cr.lp
Ryu cr.lp
Ibuki st.lp, cr.lp, st.lk(!),

One would think they woukd fix that bs by now but nooooooo…

I was able to hit that combo in a match, felt good.

Can someone link me asap new framedatas, I need them for my Guide.

Oh and this:
cr.hp xx VTC -> st.hp xx V-Arrow -> V-DP (326/497)
A bit less damage, but still 300+, what isn’t bad after all.

Back+mp -> st.lp xx HK Arrow (167/283)
Back+mp -> st.lp xx HK DP (183/323)
Well… I don’t know how usefull these two sweeties are, but I couldn’t resist to write them down.

Counter Hits:
back+mp -> st.hp xx HK Arrow (210/375) also works as meaty
back+mp -> st.hp xx HK DP (240/415) Same,just with DP as ender, pretty good damage here.
st.lk ->TC xx LK Arrow -> EX DP (311/479) Corner only, but thats a lot of pain for one bar.
st.lk ->TC xx MK Arrow (222/359) Corner Carry
st.lk ->TC xx HK DP (250/394) Damage
You can follow the MK juggle with a cr.mp meaty, delay the button a bit (don’t know how many frames,I tap once so probably ~5 frames) and you get a nice little meaty there.

Crush counter:
CC st.hk -> TC xxLK Arrow xx EX DP (371/575) Might be our best CC punish for the corner now, this is defintily something very painfull for one bar.

Cipher, in a similar vein to your crush counter combo, you can convert from midscreen a couple of different ways:

CC st. hk -> dash up TC xx EX Hooligan xx Cannon Strike -> DP (l/m/hp 354/540) (ex 378/540) - A little less damage, but you can do it from anywhere, and even spend a second meter to actually do a bit more damage)
CC st. hk -> dash up TC xx EX Hooligan xx Cannon Strike -> SA (lk 324/510) (mk 330/510) (hk 312/450) (ex 366/540) - Less damage, but you get pretty much the best possible setup since the SA hits meaty. Listed HK just to point out that you should never do it, since you not only get less frames for the setup, but less damage as well.

At midscreen B+mp, st hk xx lk sa xx ex CS only works on Chun and Rashid. You must be point blank and you can’t hit jab before otherwise the CS will drop. Easiest way to confirm is from a jump in attack or cross up lk.

For the rest of the cast you hit them mid screen but have to walk forward for one frame after the lk SA and then do ex CS for it to connect. Timing a buffer with your stick much like when trying to do tk divekicks helps get the timing down. You don’t have to actually think about walking forward just finish the dp motion at forward and time it right and it will connect. This is a legitimate 1 frame move. If you do it earlier or later it will drop the EX CS. I practiced it for hours and was only about to get it about 50% of the time so it’s not something I think I’ll be using in match ups as you lose meter and get a full CC punish, but some of you guys might be able to pull it off.

You can also plink HK and MK instead of walking forward for a kara EX CS. I find this to be easier.

The plinking is not what does it, but it does make it easier as it seems to help with that one extra frame of delay on timing. I wish it was as easy as just plinking the EX. I still have a habit of plinking from SF4. Screws up my EX’s sometimes.

Really? I trust you, but I’m pretty sure I’m not walking forward for a frame before doing the CS, unless pressing forward for the CS counts as walking a frame forward. I saw this from watching James Chen. But like you said, it’s still pretty risky. I’ve never attempted it outside of training.

The first frame of a regular dp comes out before ex starts and moves her forward, similar to how Ryu can switch his hurtbox if he plinks ex hadouken.

Or so I’ve been told. I’m not checking that.

I tested this with hit box viewer. I slowed everything down to 0.1 to find out what was actually happening to see who it worked on and why it worked. There is only 1 frame in which the EX DP hit box and opponents hurt box can collide at mid screen and it requires you to move forward for exactly 1 frame for it to connect unless it’s Rashid or Chun. As I mentioned earlier you don’t have to actually think about walking forward, you just have to be pushing forward and time it perfectly so one frame passes after you recover from the lk SA. I basically hold forward do down forward and then forward again plus 2 kicks to get it to work. Now plinking does help, but is not necessary. It basically gives you an extra frame of delay to time it right as the game seems to be lenient on inputs that will generate a combo or hit rather than a whiff. If you hit the 2 kicks before the SA recovers (any time during input buffer) it will still whiff, but if you hit 2 kicks right as it recovers you will still get the hit with a plink or 1 frame after it recovers with just 2 kicks.