What DPs does it wiff against?

it won’t always whiff, just during certain frames i.e. ken iirc

Karin’s DP goes crouching but not fast enough if you do the s.hk on your first frame out of blockstun. It will duck under Vega’s s.hk every time, though, so she doesn’t enter a crouching state until her 10th or 11th frame of recovery.

Ok so i just went into practice and tested this. Cammy RH works 100% against both ken dp (all versions) and karins DP. The only thing is that you have to delay/walk a bit back or forward vs karin so you dont get your normal in the wrong direction. So you where probably just slow with your punish.

(also vega HK works Karin dp as well, tho it is a slightly tighter window. Not really that hard once you know the timing.)

EDIT: Seems like you can also punish Karin DP with neutral jump, so vega can just use that if he doesnt wanna bother with timing HK)

When you have your back into the corner and you happen to land a combo, it might be worth it to use an ex bar for ex spiral arrow to switch sides. Pretty sure everyone knows about its properties already but i don’t think many people are actually using it for that purpose, mianly to go through projectiles.

Ah, my bad about the misinfo then. I tested this briefly a while ago because someone was telling me about the issue with Vega whiffing s.hk over Karin’s DP recovery and we wanted to test Cammy’s to see if it was legit. I wasn’t really that rigorous about it though, and I think I also mis-remembered some details. Neutral jump is a solid punish though. Might be situational as to whether you care about the extra V-Gauge from the CC, but it’s nice to have two options on deck.

That also reminds me: you can neutral jump punish Ken’s EX Shoryu as well, IIRC (in case that wasn’t common knowledge).

Is there a video guide or a text wall with setups for meaties after typical BnB’s? I usually try to eyeball my meaties and seem to mistime them often. Or do you guys have any advice for making sure the meaties come out on time? I hate getting thrown out of a mistimed normal or neutral jumped out of it.

Also is there a setup for meaty throws? I feel like I see replays with Cammy doing it but I can never replicate it.

Practice. That is it. Go into training mode set the dummy to wake up grab and to grab after block and keep doing meatys into frame traps until you consistently get the counter hit and make sure to follow up with your combos after to get the muscle memory down. It helps to hit earlier then you think though since you have the buffer. If you hit late you will get grabbed out of it. On their wake up if you hit early you will see your move whiff and then you’ll get grabbed. Keep in mind some traps are tighter than others so if you are getting grabbed/hit out a lot you can use tighter strings based upon what normal they keep mashing on wakeup . I like to practice these on wake up or up close (set to all guard and set recovery to random):

(3 frame traps)
st. lp, cr. mp (follow on counter hit with cr. mk or cr. hk xx special)
st. mp, cr. mp (cr. mk or cr. hk)

(4 frame traps)
st. lp or cr. lp, st. mp (st. hp or cr. mk)
st. mp, st. mp (st. hp or cr. mk)

All of these will beat grabs and most normals for the cast. You basically want to be looking for the exact time they are getting up from a normal recovery, no recovery or back recovery to hit the button. It varies and can be tough to hit 100% of the time, but that is why you have to practice. Setups after a spiral arrow do make it easier as the walk timing is the same every time, but getting good with all types of wake ups at different knockdown ranges will make you much better at hitting them more often as things seemed to always change in matches vs a perfect training environment.

you can do dash forward st. mp for quickrise or f+hk for backrise, unfortunately idk about anything canned that covers both. personal tip that helps me, try to ignore the visuals outside of confirming which wakeup they did, time it purely by, well, timing. visuals are very misleading especially with backroll

This is specific to one combo, but…:

c/s.lp, b+mp -> hk xx MK SA

MK SA is IMO the optimal ender here everywhere but in the corner. HK SA actually does less damage because of scaling on multiple hits, and you can do HK CS but you kill your wake-up pressure unless you’re in the corner.

After this combo, do…:
dash, f+hk

The f+hk will catch a quick rise with the first hit, and a back roll with the second, so it basically option selects either tech. If they stay down, you can react and continue the series by doing…:

dash, f+hk (whiff), c.mp (whiff), f+hk

As long as you keep that whole string frame-tight, the f+hk is timed well enough to stuff a 3f jab on wakeup.

So, yeah. One specific case where you can option select both tech choices.

Is there a reason is has to be that combo into the Forward SA? Doesn’t this setup apply to any combo ending in MK. SA? Or am I missing something?

I’m actually making a video about this right now.

You can use the setup on most common knockdowns, but TC xx MK Arrow in particular is more foolproof because it is frame perfect so timing isn’t an issue.

Yeah actually the TC also puts them in the air so they land later, which makes the timings a little different. I don’t know the exact reasons, I just know it works here and it’s the only place I found where you get to option select either QR or BR with a f+hk.

Damn. I avoid the TC because confirming from B+MP to roundhouse for me is damn near impossible. It’s such tight timing. And if you just do it and it gets blocked then there goes 1/3 of your health.

I confirm from the jump in (I like using this combo after j.lk) or the c.lp.

I’m not Ohnuki level where I can hit confirm off of a c.lp (on Daigo’s stream I watched him take V-Trigger Chun and go "blocked c.lp, walk forward, blocked c.lp, walk forward, blocked c.lp, walk forward, hit c.lp confirm to c.mk -> combo). I can confirm off of slower normals, but for this I’d do…:

(optional j.lk) c.lp, b+mp…

That way I have at least 2 or 3 hits to confirm. If I see the jab hit, I know I’m safe to continue with the TC. If Jab is blocked, I’ll get the b+mp but can stop myself in time not to hit the HK, so you’re only at -2 which isn’t the end of the world.

Edit:

In general, being able to hit/counter-hit confirm with Cammy is really important. She doesn’t have safe specials to end with on block, so you can’t just auto-pilot pressing buttons. To train myself to better recognize situations and react accordingly, I go into the lab and set the dummy to random guard, random counter hit, and then just start trying shit. Different jump ins, different walk up buttons, etc. Spend a little time doing this and you’ll improve a lot in this regard. Not sure if that’s something you have difficulty with more generally, or just specifically on b+mp TC, but doing this training has really improved my hit confirms. I leave a lot less damage on the table, don’t do unsafe shit on block, and can usually get my CH only s/c.lp combos to come out when I need them to. You can also play around with their recovery and wake-up settings so you can test your meaty setups either against specific recovery choices, or just go random there too.

You guys know what I have beeing struggling against?
Walking back after blocking something.
Really. After a blocked crLP/MP/whatever, if the opponent walkbacks its so hard to do anything against them. It forces so much throw whiff that its not even funny. I feel like, without a crMK that can be cancelled into something safe, all I have to do against that is either forget about it and just try to guess right in my only chance to score dmg in the offensive or to do a marathon run to try a grab.

@b4k4 I’ve actually gotten a lot better using the technique you said, specifically that TC is tough because I thought you had to use it first. But crouching short into back mid punch I didn’t know would link. Thanks.

there’s nothing stopping you from just doing a cr. mk by itself

Please walk back. Yes, yes the corner is that way. No no, don’t wait up for me, I’ll meet you there.

Seriously though, c.mk is the button you’re looking for. Cammy’s c.mk is one of the better buttons in the game imo. With practice, the startup + cancel window is long enough to hit confirm c.mk xx HK SA. Kazunoko was demonstrating this a while back. Even without a cancel, eating enough c.mks will make anyone hold d/b for long enough for you to start using other things.

Awesome. Glad I was able to help. It’s something I still need to work on myself, which is why I started doing it. I’m still not perfect, but this training routine has definitely improved my ability to react to situations properly.

Actually, it being -3 on block is something that stops me from doing it from so upclose. Not to mention that the reward is way too low for a right guess in this game.
Jumpback tech followed by walkback against Cammy will be a real nightmare.