Cammy Frame Traps

V-Skill also frame traps into st.hp

not against 3f jabs. But against 4f technically everywhere you have st.mp you can place st.hp. Though it is less effective than st. mp which can link to plenty of other normals that is why I did not put too much focus on it.

You can’t really confirm if you frame trap into st.hp. With cr.mp it’s easy as hell to confirm the ch into cr.mk but you can get pushed out of range if the st.mp counterhits.

On the other hand, Cammy’s stand fierce is the most satisfying button in the world. If it hits just press it again!

Nope… this is not the glorious close fierce from SF4, st.hp is +1 on hit here so don’t press it again (your opponent would have 5 frames to counter you).

More hitstun on counterhit though, which is what would happen in a frame trap situation. And even on normal hit the priority system in this game means that it will eat any 5 frame mediums, so the only thing that can punish you is a DP (super risky on their part), or a light normal that actually reaches (not a given due to the pushback, and they’d have to buffer it into a special since you are too far away for them to link anything afterwards), and if they are mashing jab in this situation you have approximately 549 other ways to blow them up.

The real reason you don’t always do multiple stand fierces in a row is because if they just block the second one you are pushed further out and -3, so in most cases it’s better to do something else to keep your offense going. It is a good gut check though, especially against characters like Necalli and his stubby limbs.

I don’t normally play frame trap heavy characters.
So is there a frame trap for particular situations or are all mostly universal and to be mixed up to keep the pressure guessing going?

That’s a lot of moves that are positive on block. Definitely gonna practice frame traps then and take advantage of them every chance I get.

One of the moves I haven’t seen mentioned with respect to its frame trapping properties is s.lk.

It’s a neat little button that out reaches all of cammy’s other light buttons, starts up in 4 frames and is +2 on hit and +1 on block. On paper, it seems largely inferior to s.lp, c.lp or c.mp as long as you’re in range for those moves. However, s.lk has one noteworthy property that isn’t immediately apparent: it has virtually no pushback on hit, and only slightly more on block.

This means that CH s.lk (+4) combos into s/c.lpx2 xx SA/CSp, even on standing opponents. It also means that after a blocked s.lk, s.lp is a 4f frame trap which will link into s.mp or c.mp. Point blank, CH s.lk, c.lp, b+mp combos on crouchers as well.

Anyway, thought I’d throw this out there. It’s a nice button. Try pressing it!

I need to really practice my frame traps across the board. I hardly utilize them ever.

You have to learn as many as possible. If you use the same one over and over they won’t hit a button or will DP you out of it. In which case you’d be better off using a tight blockstring.

I’m really liking the st. lk, cr./st. lp, st. mp block string.

It’s really easy to tick throw between the lk and lp, and the lp and mp. If the lp gets a counter hit, the mp combos. Easy confirm into cr. mk -> spiral arrow.

Anyone know the frame data for cr.hp? What is it on block more specific
Thanks in advance

-2

https://docs.google.com/spreadsheets/d/1976rt8B91PqVCeYJAmcnW1uwVJ0H03QJtV-dJC5ohL8/htmlview?sle=true#

Thanks. I feel like I get a lot of mileage out of that normal for it being -2 but after knowing this I need to remember I shouldn’t hit a button after its blocked

Context: Cammy seems to double punish my Ryu. (i.e. cannon spike. I block. Before I can attack, she manages a cr lp.)
I’m kinda used to the you hit me. I blocked, so I get to hit you thing).

Q: Is cammy allowed extra hits?

She has frame advantage.

On block I can:
Throw
Go for a counter hit
Do a block string that can go into a tick throw or frame trap

On hit:
I can do whatever really, including go for left right mixups.
I can also do a lot of the same stuff as I can on block after a reset.

You have to use your parry or dp me, assuming youre the ryu player I played a little bit ago.

In general, its not necessarily true that just because you block, you get to hit someone.

Some things are +, 0, -1,-2

none of these situations let you get a hit 100%.

Also, if a move is spaced properly, - moves can become safe.

yup, you were the cammy I just played.
Thanks for the info. Clueless to this +, 0, -1, -2 stuff.
Looks like I got some frame data homework to do.

Thanks for the game

a move thats positive allows cammy (or any character) to press a button freely again.

a move thats 0 means whoever presses a button first or has a faster button will win (unless its a move with higher priority. heavies beat mediums, mediuma beat lights)

-1 means cammy has one frame disadvantage, so if you both hit a 3 frame move its similar to her doing a 4 frame move because even though her move is 3 frames, she has to wait a frame before her move comes out

etc

if its -3 or worse, THEN some characters can actually punish.

It gets more complicated than this, but this will help you for now

Canon spike is the DP and she’s really punishable after that. Same goes for spiral arrow. If you meant the divekick (canon strike), if she hits you above your waist you can press a button. The only move that is always safe on block is vskill and ex/v-trigger divekicks.