Cammy Combos and Glitches

Already checked, but there a lot of notation missing there…

Isn’t it easier to use LP,MP,HP,LK,MK and HK, instead of inventing names for every pg?

Pocket Guide to notation:

Jab = LP
Strong = MP
Fierce = HP
Short = LK
Forward = MK
Roundhouse = HK

st/s = Standing (as in sHP or stHP).
cs/fs = Close Standing or Far Standing, used when characters have different moves depending on the distance from the opponent.
c/cr = Crouching.

f/b/df/db = Forward/back/downforward/downback, used for command/unique normals.

-> = Link, such as sMP -> cMP
, = Usually denoting chained normals such as cLP, cLP, cLP
xx = Cancel such as cMK xx Hadoken.

623P = an example of numeric notation. Use your numpad on your keyboard for reference and always assume notation for player 1 side; 6 is forward, 2 is down, 3 is downforward, giving you the dragon punch notation.

Anything else should be self-explanitory or just a question away :tup:

Edit: Ditn added pretty much the same stuff while I was writing.

The names were the original terms, LP/HK/etc were made up for convenience’s sake.

Could you please elaborate on what you mean by ticking into it?

what works for me is something like this:

cr.lk*2, cr.lp, slight pause/walk back, cr.hp

you have to condition them. this occasionally works and score a CH because they’re used to me going for tick throws or tick walk back cr.mk (to punish a whiffed cr.lp or crouch tech cr.lk) or other shit like tick walk-in TK CStrike.

so what happens is that the opponent sees the slight pause and me walking back and starts to second guess himself, not going immediately for a fast move as cr.lp (since he knows I would punish the whiff). also at this point I’m out of cr.lp range so he needs a longer move to reach me, like far st.lk o cr.mk, which are slower. so that hesitation combined with a slower poke allows me to score a CH cr.hp.

of course this occasionally works in later game and against decent opponents, you’re not going to land this shit against the standard cr.jab / reversal uppercut online-masher since cammy doesn’t have chun’s ridicolous frame advantages on block.

Its basically conditioning the opponent into expecting your block string, but part way through you stop the block string and do something else. Most of the time you would use ticks for throwing since they will be holding block for your block string.

Its a little hard with cammy because her safe block strings are only 3 hits. But, for example, you could

c.lk, c.lp, c.lk

c.lk, c.lp (throw)

c.lk, (throw)

c.lk, c.lp (block)

c.lk, c.lp (step back and counter)

you can use longer block strings and your ticks will be more effective, but they can interrupt her longer strings with a dp, so you have to be careful.

I’ll give it a shot, but I still dont think its possible to punish c.jab on reaction.

what are you referring to? there’s nothing done on reaction in what I wrote, those are string varations for specific purposes.

if anything, I cancel cr.mk into SA reacting to a whiff, but the cr.mk itself is not on reaction.

i dont know how you plan to punish a whiff unless youre doing it on reaction.

Ah, so basically you’re baiting a counter hit. Thanks!

I haven’t really tried it but if you do a hooligan roll straight after a backwards throw and drop out of it on their other side Cammy is in pretty good range for a cr.HP, dunno if that would be a good way to bait a counter hit from it.

Also, been working on my execution in training mode and managed this a few times :

TK Strike, cr.LK, cr.LP, cr.LK, SA FADC, cr.LK, cr.LP, cr.LK, SA FADC, cr.LK, cr.LP, cr.LK, SA

I was wondering is that Cammy’s longest combo (without a Super or Ultra)? Or can you do another hit before each SA? Maybe an EX Strike at the start too?

TK Strike, cr.LK, sLP, sLK, cr.LK, SA…
TK Strike, cr.LK, cr.LP, cr.LP, sLP, SA…
TK Strike, cr.LP, cr.LP, sLP, sLP, SA…

Play around with the 4 hit links, you can really switch up between crouching and standing LP and LK to fit whatever you like. Personally I do the first one but I also think the double sLP is pretty flashy to most people.

Cool thanks :slight_smile: Was having a play around and the only variation I could land most of the time was:

s.LK, s.LP, s.LP, cr.LK, SA

But that doesn’t seem to link after a dash canceled SA so I’ll keep practicing one that starts with a crouch LP or LK, then try and string 3 of them together :sweat:

Do the first one I posted, cr.LK, s.LP, s.LK, cr.LK I just tried it and you can dash cancel it twice no problem, just did it on Ryu to double check.

the other links may require i bigger target :smile:

edit: Now you got me trying stuff just for fun and I never really spent time on the SA double cancel since I like to use my meter differently.

Sagat: TK Strike, s.LP, s.LP, s.LP, s.LP, SA FADC, s.LP, s.LP, s.LP, s.LP, SA FADC, s.LP, s.LP, s.LP, s.LP, SA

you can replace all the LP with LK if you choose.

What frame link is S.MP, C.MP? 1 frame? 2 frame?

standing mp:
MP 3 2 17 +2 +6 20 24 70 100 40
Crouch mp:
MP 4 4 10 0 +3 13 16 65 100 40

2 frame link

Thanks, I’m starting to see more vids of players using it, so I was wondering why

Np.
Well it does alot of damage with a j hk for example,339 i think.
Also after air reset u can dash and try this combo s mp > c mp xx SA

Btw i found a new way for me to land my spike fadcb ultra(will check for video tonight) with hit confirm:
(canon strike/jump in) cr lp,cr lk > cr lp xx lp canon spike fadbc ultra only lp canon spike works!!
(canon strike/jump in) cr lp,cr lk xx lp canon spike fadbc ultra dont know if this one works but this would be better due to scaling.
And maybe a mk/hk spike works here for extra damage.

Does arround 450 damage i think.

I found a nifty little combo I was working with and it’s relatively safe (after landing the first hit). I also find it pretty practical since has no risk of wasting meter and it’s not hard to perform. Sorry if it was already posted.

Any crumple stun Focus Attack, (when the opponent’s on their knees) Level 1 Focus Attack, forward dash, HK Cannon Spike. If you have the meter for it, you can continue that combo with an FADCb to Gyro Drive Smasher.

Starting with the Level 2 FA will dish out 212 damage and 340 stun.
Starting with the Level 3 FA will dish out 252 damage and 390 stun.
Starting with the Level 2 FA and FADCb to Ultra will dish out 380 damage and 340 stun.
Starting with the Level 3 FA and FADCb to Ultra will dish out 420 damage and 390 stun.

So there’s a 40 point different in damage and a 50 point difference in stun depending on what level Focus Attack you use.

I think I found a Cammy glitch. I’m not entirely sure of the exact situation, but it came up in a Cammy vs. Honda match. Honda was knocked down (I think they type of knock down - techable or untechable - matter) in the corner, and I kept dashing at him. When he got up, I was on the other side of him. I’m pretty sure I recreated it out of the corner too. I’m not entirely sure what caused it, what situation will bring it up, or what all characters it works on, but it’s at least worth a mention, I think.