Cammy General Discussion: To Bee or not to Bee

does cammy have any whiff punishing tools.

Any tool can be used to whiff punish as it depends on what move you are trying to whiff punish including spacing and timing, but cr mk/cr mp and st mp/st hp are fairly good whiff punish tools for Cammy. For example cr mp buffered into SA can whiff punish or beat out a Gief mashing cr lp and cr mk can whiff punish a Bison doing F+HP if you space it to whiff. Basically whatever move you are trying to whiff punish go into training and see what seems to catch that move. In some cases you can do it with timing alone just by being out of range and using your longer range normal to beat it but in others you may have to shimmy trying to bait that move to whiff so you can use the normal you want to punish.

why shimmy ?

A lot of normals in the game can be baited and then punished with a quick shimmy that would normally be safe if blocked. By making it whiff you make it unsafe basically. For example you know Laura wants to do st mk pokes a lot right. It’s -2 so its safe on block, but you can bait it by walking into its range and then back out quickly (shimmy) allowing you to whiff punish it with a cr mk buffered into SA. Same with Giefs st hp, you can walk into it’s range and then quickly out, and punish with st hp buffered into SA. Even if you mistime it and it whiffs you are still safe for the most part as SA will not come out unless it catches them. Basically find what normal you know characters like to do at a certain range and then try to bait them to do it and make them whiff. After a bit of practice you’ll start to recognize their tendency to want to use that normal at the range and you can anticipate the whiff and attempt to whiff punish it. It’s just like trying to bait a whiffed grab with shimmy but farther away.

what about delay tech throwing.

You mean how do you beat delay tech or how do you bait delay tech?

Besides shimmy a longer frame trap will beat delay tech. Something like st lk, st hk will catch people delay teching because of the larger gap in frames.

You can bait delay tech by doing st lk tic grab as you do not need to walk to grab after. This forces them to grab unless they have a 3 frame jab, but it means they have to hit jab on time and not delay it since it’s a 4 frame gap. However if they are jabbing you out of your grab attempt you can do a 3 frame trap string and it will counter hit.

@SunTzu81
Do you have interest as helper for my Cammyguide?

You’re the one with the most knowledge here and (while you sometimes write textwalls) have good writingskills and you can explain well.
Also you seem to be online in Steam pretty often.

how u beat delay tech

I’m certainly not the best Cammy but I like to help out where I can. I really want to make a video guide showing each match up for Cammy as I think it’s one of the things that is really lacking. Just something that has the basic run down of optimal places to stand in the neutral and what normals to try to whiff punish or counter poke with against certain characters for example so people have a basic guideline of what to look out for with her.

Shimmy is definitely the best way to get the most out of beating a delay tech. I like doing st lk on their wake up after a SA and then walking back a few frames after and doing st mp, st hp xx SA or CS depending on how close I am to the corner. The problem is there are people that have learned to beat the shimmy by hitting a delayed normal attack to the beat of your attacks allowing them to break in between your string safely if you do try to shimmy (the normal stops your walk back and forces you to block where the grab would have whiffed). Since they are delaying the normal attack it’s also keeping them safe from 3 and 4 frame trap combos like st lk cr lp st lp, or st mp, st mp (delayed normals protects opponents from shimmies as well as tight frame traps, that is why doing a larger frame trap or delay attack of your own like st lk to st mp or even st hk will work as it catches their delayed normal), so what you have to do to beat these types of players is to force them to hit a normal early or tech the grab by doing st lk - grab with no delay as their delayed normal will not beat the instant grab, only the shimmy. Once you start forcing them to tech then you can go for a shimmy to land some good damage. The issue is it might take you 5 to 6 grabs before they’ll be willing to tech as they know grabs are shit damage and each grab attempt can either reset the neutral or have you getting counter hit by a 3 frame jab (cough Necalli cough), so you still have to mix in a few tight 3 frame traps to keep them on their toes. Most good players know not to tech against her but to do a delayed normal instead, so you have to mix in your own delayed normals or larger frame traps as well to deal with these players. Honestly I have the best results when I vary up my meaty’s and block strings as much as possible so they can’t get a solid read, but I do try to use the proper counter if I see the same response on their wake up or block (ie tech = shimmy next time, Blocks everything = grab next time, their normal knocks me out of st lk - grab = 3 frame trap like st lk, cr lp, st lp, their normal stops my shimmy after st lk = delayed follow up attack or slightly larger frame trap like st lk, st mp to counter hit.)

I’m not the best either, I just know a lot of stuff and can figure stuff out pretty fast.
I’ll add you to it next time.

Cool. You definitely have the best character guide on there for sure.

Been meaning to ask what the logic is behind someone doing standing lk and following it with a st hk CC in certain matches… What is the goal for that?

It’s a frame trap that catches delayed grab tech. If you see the opponent is always teching your grabs, but seems to never fall for shimmy try the st lk, st hk and watch them get CC’d.

I’m also trying to improve with Cammy. One of the things I’m trying to utilize is her Cannon Strike dive kick. Is there a distinctive difference between lk, mk, and hk Cannon Strike besides the distance? Because if that’s the case, what’s the point of using lk/mk Cannon Strike when hk is the most effective?

@Happy_Birthday_Rika That’s the whole point of using different ones. The distance. It used to be mk had better recovery but not anymore. The one you use is based on the distance you are at to the opponent. Let’s say you do a block string of st lk, cr lp, st lp and want to dive kick at the end. If you go for hk divekick you will hit too high and be unsafe on block, whereas lk divekick would angle you lower to be safe on block. It all depends on your set up and spacing. I use lk for meaty divekicks on non recovery get ups as it’s close and fast enough to catch a jab. Walking far enough away to do hk divekick to land safely would not incentivize them to wake up with jab as I would be too far away at that point. I use mk divekick when pushed out a little farther and use hk divekick after finishing a string with cr mk usually. Again it’s all relative to position so you can land at their knee or lower to be plus on block, so you can continue your pressure.

I see. Thanks SunTzu! So for example, on a block string such as St mp, cr mp, cr mk, you would use a hk divekick for a followup?

@Happy_Birthday_Rika For that particular string, if you started it point blank you’d probably want to do mk divekick as it will hit slightly lower than hk divekick, but it depends on how early or late you are doing your divekick (is it instant?). There are exceptions though. Say you notice the opponent keeps walking back after cr mk. If you do mk it may whiff depending upon their walk speed where as hk would still catch them. The best way to learn the proper spacing is to practice in training mode with the dummy set to a 3 frame light attack on block and then start dive kicking and trying to do a cr lp after it’s blocked. If you get counter hit you are hitting too high, if you get the counter hit then you are hitting the right spot. After a while you’ll be able to recognize the proper distance and when it hits in the right spot. It seems tough at first, but just takes practice, all be it a lot of it since you have to get used the visual reference point for all characters. If you need some reference watch Kazunoko or Osayu matches to see how they use divekicks.

I’m impressed, Menat has her Trailer out and no “This MU is going to be horrible for us!” comment this far.

Well it’s not a grappler to be fair. :wink: