[center]
http://i.imgur.com/VGz1tUq.png
This is the Cammy Masterclass. Wanna learn the Character but you don’t know where to start ? You can’t get your opponent to press buttons ? Wanna know some specific setups ? Just check the posts!
[center]
http://i.imgur.com/VGz1tUq.png
This is the Cammy Masterclass. Wanna learn the Character but you don’t know where to start ? You can’t get your opponent to press buttons ? Wanna know some specific setups ? Just check the posts!
http://i.imgur.com/NsaOdnR.png
I just guess since you’re here out of your own free will you probably want to step up your game but you don’t know how or what exactly you’re missing. Before we start with anything that is Cammy related you should give these a try:
Six psychological tips to help you level up your game Part 1
Six psychological tips to help you level up your game Part 2
Six psychological tips to help you level up your game Part 3
Work in progress.
Abel
Optimal Combos:
ST/CR:
EX TKCS, cr.HP, far.HP xx HK Arrow
EX TKCS cl.HP, far.HP xx HK Arrow
Confirm:
cr.LP, cr.HP, far.HP xx HK Arrow
cr.LK, cr.LP, far.HP xx HK Arrow
Meterless Punish:
cl.HP, far.HP xx HK Arrow
cr.HP, far.HP xx HK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Quickstand: jump MK Strike j.LK 50/50 Mixup
No Quickstand: jump back MK Strike can crossup or not. Universal timing.
Corner setups:
OS notes:
You should be mainly optionselecting backthrow due to EX Roll being his only true reversal to get out of tight situations.
Backthrow:
Noteable unsafe normals/specials:
LK Wheelkick is -3 at best on block. Anything that comes across the screen is around -5 or worse.
It can be made safe with decent spacing though. If he does it up close it can be punished with any normal Cammy has.
Extra random notes:
I don’t have matchup experience soz guys
Akuma
Optimal Combos:
ST/CR:
EX TKCS cl.HP, far.HP xx HK Arrow (go to max punish)
EX TKCS cl.MP, cr.HP, cr.MK xx MK Arrow (confirm of EX Divekicks)
EX TKCS cl.HP, cr.MP, cr.MK xx HK Arrow (max punish crouching no oki)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow
cr.LP, s.HP, cr.MK xx HK Arrow
Meterless Punish Focus Crumple:
cr.HP, cr.MK xx HK Arrow (okizeme)
cl.HP, far.HP, xx HK Arrow (no okizeme)
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
OS notes:
I personally think it’s kinda important to OS Akuma especially if he has no Ultra so hes afraid of teleporting the way out of any trouble (just win the mindgame).
You win once he is too scared to teleport. If he has U2 stocked you can react to the teleports with a dash into Ultra 1 or delayed Ultra 1. It’s hard to do but once you learned to react to it, it will be a powerful tool. If you’re quick you don’t even have to OS the SBF, instead you can just react to it.
Backthrow:
Noteable unsafe normals/strings/specials:
His sweep is -9, you can punish it on block but be aware of his Ultra 1 if he has it stocked.
cr.MK xx Hadoken is NEVER a true blockstring.
Also his standing roundhose doesn’t hit twice. Punish with cr.HP, cr.MK xx HK Arrow or cl.HP, far.HP xx HK Arrow or cr.LP, cr.MK xx HK Arrow if he is further away.
Extra random notes:
The matchup is probably in Cammys favor. If he fucks up once or twice then he is dead. Keep him locked down in the corner, don’t allow him to escape and punish bad spaced and timed air fireballs with HK/EX Arrow or Ultra. Learn to walk forward and be not afraid of his mixups. They are hard to time if you mix it up with DWU and normal wakeup (only after sweep).
In the corner no early jumpin will hit crossup on Cammy due to her hitbox so learn to block normal when you’re cornered. j.MK and j.LK can crossup but they have be done noticeably late. I used to have here an armada of setups but just stick with this knowledge.
Balrog
Optimal Combos:
ST/CR:
EX TKCS cl.HP, far.HP xx HK Arrow (corner crumple)
EX TKCS cl.MP, cr.MP, cr.MK xx HK Arrow (crouching)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow
cr.LP, s.HP, cr.MK xx HK Arrow
Meterless Punish Focus Crumple:
cl.HP, far.HP, xx HK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
OS notes:
Backthrow:
Noteable unsafe normals:
His worst normal on block is cr.HP which is -8. Sweep is -6.
You can punish bad spaced LP Dashpunches if you learn to blink your jabs since it’s -3 on block. This one is actually crucial. YOU HAVE TO LEARN THIS. Mod your stick. There is no excuse for not having a Back-Button when playing Cammy.
LP Overhead is safe, the EX one is unsafe. You can punish with s.LP xx HK Arrow.
The dashpunches which hit low are -8 at best (unless EX is used). They’re easily punishable with cr.MK xx HK Arrow.
Extra random notes:
I used to believe this matchup was bad and while it isn’t too good, Cammy can still win this if she fully utilizes her buttons. From max range she can try and poke with far.MP. It actually beats his far.HK and far.HP. These moves are also quite easy to whiffpunish with far.HK. Practise it.
Don’t let him dashpunch at you for free. Mix in some neutraljumps midscreen and if he comes at you, you can still stuff his Dashpunches with neutraljump EX Strikes.
For the corner you have to fully utilize the Cammys corner pressure. Figure out where his far.HP and far.HK whiff and learn to counterpoke his cr.MK and cr.MP with your own cr.MP. If you whiffpunish him from max range with far.MP xx LK Arrow in the corner you can juggle with a DP.
Focus is strong midscreen to bait him into doing TAPs and punish Dashpunches. Neutraljump or simply far.MP xx HK Arrow them on reaction. God the japanese even throw Rogs out of dashpunches.
And finally…don’t rely too much on divekicks. Cammy had a hard time divekicking Rog in AE 2012 and it got even harder in USF4.
Blanka
Optimal Combos:
ST/CR:
EX TKCS cl.HP, far.HP xx HK Arrow (midscreen)
EX TKCS cl.MP, cr.HP, cr.MK xx HK Arrow (corner)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow
cr.LP, s.HP, cr.MK xx HK Arrow
Meterless Punish Focus Crumple:
cl.HP, far.HP xx HK Arrow (okizeme)
cl.MP, cr.HP, cr.MK xx HK Arrow (no okizeme)
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Quickstand: Peak of jump MK Strike to make reversals whiff
No Quickstand: jump back really early MK Strike for crossup, or slight delay for fake crossup (looks the same, ends up behind, is safe but hits front)
OS notes:
There is not much to OS besides his backdashes. You can most of the time react to a whiffed Upball with Ultra since it’s so long in the air
Backthrow:
Noteable unsafe normals:
cr.HK: It is -7 on block. If you are in range you can punish with cr.MP/cr.MK xx HK Arrow
cr.HP: -10 on block. Even raw Ultra works or HK Arrow
far.MK: -7. Punish only if in range
Extra random notes:
How to punish Blanka:
Upballs:
On block the easiest way to punish it would be a dash cl.MP cr.MP xx HK Arrow. cl.HP whiffs and cr.HP is too slow. On if he does it while your safe dives he will end up at the other side of the screen. If you have Ultra, Ultra him. If you don’t have meter dash twice and use far.HP xx HK Arrow as a max damgage punish.
Rainbowballs:
No one wants to deal with this crossup bullshit. If you see him going up in the air just focus. He will always end up in front of you if you absorb the attack and you are free to punish. cl.HP and cr.HP both whiff once he is grounded again so refer to some easier punish like cl.MP cr.MP xx HK Arrow or cl.MP far.HP xx HK Arrow OR you can land a focus crumple into Ultra. Thats up to you so practise the punish and look what is best for you.
BlankaBalls:
Now something fun for you: He can’t use this attack AT ALL against Cammy. Literally. It is on hit -15 (even Lightpunch)which means everytime you get hit or you block this shit you get a FREE Ultra, FREE Super and if he does it while his back is close to the corner you get also a free HK Arrow punish ON HIT. On block you can punish all versions with HK Spiral Arrows. Whenever you get meter there is no more reason to be afraid of them anymore. Learn to punish them. In USF4 however HP Ball knocks down at all distances. Just block it haha.
Chun Li
Optimal Combos:
ST/CR:
EX TKCS cl.HP, cr.MP, cr.MK xx HK / MK Arrow (Standing / Crouching safejumps possible)
EX TKCS cl.MP, cr.MP, cr.MK xx HK / MK Arrow (Standing / Crouching safejumps possible)
EX TKCS walk a step back, cr.HP, Ultra 1 (crouching only)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow (oki)
cr.LP, s.HP, cr.MK xx HK Arrow (safestrike)
cr.LP cr.MP cr.MK xx HK ARrow (random confirm)
Meterless Punish:
cl.HP, far.HP xx HK Arrow
cr.HP, far.HP xx HK Arrow
Safejumps midscreen from any HK/MK SA bnb quickstand:
First of all it is impossible to (crossup)divekick Chun Li on wakeup especially if she has meter. However there are still safejump options:
Safejumps midscreen from any HK/MK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Quickstand:
OS notes:
Optionselect your safejumps and strings with Ultra or HK Arrow to catch her backdashes. If you notice her backdashing your jumping then start os’ing your jumpins with HK Arrow. All the time.
Backthrow:
Noteable unsafe normals/specials:
Shes always safe. Either neutral or +1 / +2 after blocked hanzanshus, focus, ligthinglegs etc. You don’t want to press buttons if she is having the momentum.
Extra random notes:
Well Chun isn’t too bad to deal with. You need to be on point with whiffpunishing though. If she whiffs a single hazanshu you should always whiffpunish it. Her s.MP is really bad against a well spaced cr.MK xx HK Arrow.
Cammy should hang out a lot at Chuns max range and keep whiffpunishing her. Once she stops pressing buttons and hesitates it’s time to get in. Also don’t ever jump over her fireballs. You will eat that j.HP air to air 100%.
You can’t u1 her fireballs too, because they’re slow. After forward throw she has unblockables against Cammy which can be evaded with focus delayed dash. That’s all there is to it.
Cody
Optimal Combos:
ST/CR:
EX TKCS cl.HP, far.HP xx HK Arrow (standing and crouching + oki)
EX TKCS cr.HP, far.MP xx HK Arrow (go to punish + oki)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow (oki)
cr.LP, s.HP, cr.MK xx HK Arrow (safestrike)
Meterless Punish:
cl.HP, far.HP xx HK Arrow
cr.HP, far.HP xx HK Arrow (no oki)
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Safejumps midscreen from any MK SA punisher quickstand
Safejumps midscreen from any MK SA punisher no quickstand
Corner setups after any HK SA bnb:
Quickstand: Safejump HK / MK strike for fake crossup, j.LK for crossup.
No Quickstand: jump back MK strike for a 50/50 mixup. Same rules as for midscreen no quickstand
OS notes:
Not much to OS here besides the usual meaty Ultra OS. You can react to mostly anything he does.
Backthrow:
Noteable unsafe normals/specials:
His normals are all safe on block except sweep which is -9. However lot’s of codys tend to use LP Criminal Upper for chip purposes which is -5 or random normal Zonks which are all -7 except EX which is -8.
The EX zonk can always be punished with far.MP or cl.HP, far.HP depending on how close you are. The other Zonk Knuckles are actually tough to punish if spaced properly. Far.MP is legit if it’s not too far but even then it’s a 1 frame link. If he sees you whiffing a normal he could even react with U2 if he is on point with spacing and reactions. LP Crimial Upper is safe from max range if he is close though you can punish with far.LP xx HK Arrow (you might be out of range for cr.MK). If the Cody player drops a combo into HP Criminal upper your go to punish is far.MP xx HK Arrow due to spacing problems.
Extra random notes:
The backthrow setup and and safe strikes are actually important in this matchup since some Codys go for quite the hail mary stuff (In europe, not sure how it is overseas). You can outfootsie him most of the time but once he gains momentum you should barely press buttons since getting thrown is still better than eating a 500 damage counterhitcombo into super or ultra. Be aware of gimmicks and always consider that blocking instead of punishing is still better than eating a LP CU on block into U2.
C.Viper
Optimal Combos:
ST/CR:
EX TKCS cl.MP, cr.HP, cr.MK xx MK Arrow (anywhere on the screen)
EX TKCS cl.HP, cr.MK/far.HP xx HK Arrow (far.HP standing only)
EX TKCS cl.MP, cr.MP, cr.MK xx HK Arrow
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow (only from close)
cr.LP, s.HP, cr.MK xx HK Arrow (j.LK crossup confirm)
cr.LK, cr.LP, cr.MP, cr.MK xx MK Arrow (close confirm on crouching)
Meterless Punish Focus Crumple:
cl.HP, far.HP xx HK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
OS notes:
Optionselect Spiral arrow after Divekicks and generally DP’s after frame safejumps.
Backthrow:
Noteable unsafe normals:
Not really, all of them are pretty much safe
Extra random notes:
You can focus forward dash out of Seismo Chains, just don’t be too predictable with it since he could do HP MP seismo. Thats all there is to this matchup. Abuse the unblockables and optionselect your stuff since Viper can be quite glitchy and hard to keep grounded without OS’es.
Deejay
Optimal Combos:
ST/CR:
EX TKCS cl.MP, far.HP xx HK Arrow (crouching + Safestrike)
EX TKCS cl.HP, far.HP xx HK Arrow (standing + Safestrike)
EX TKCS cl.HP, cr.MP, cr.MK xx HK Arrow (need someone to confirm this)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow (basic oki)
cr.LP, s.HP, cr.MK xx HK Arrow (basic oki)
cr.LP, s.HP xx HK Arrow (Safestrike)
Meterless Punish:
cl.HP, far.HP xx HK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Actually you can forget your basic oki game vs Deejay but there are a few tricks and safestrikes. Nothing too ambiguous but still free pressure.
After cl.HP/MP, far.HP xx HK Arrow:
Safejumps midscreen from any HK/MK SA bnb no quickstand:
If no quickrise after dash meaty cr.LK/LP:
Corner setups after any HK SA bnb:
Quickstand:
OS notes:
Optionselect your safejumps and strings with Ultra or HK Arrow to catch his LK air sobat things.
Backthrow:
Noteable unsafe normals/specials:
All his Sobats are unsafe on block and you really can prevent him from pressing buttons afterwards or even punish him.
LK Sobat: -3. If done really close it can be punished with far.LP xx HK Arrow.
MK Sobat: -7. on block. If you block 2 hits always punish with far.MP xx HK Arrow afterwards
HK Sobat: -9. It’s even worse than MK. Go with far.MP xx HK Arrow
EX Sobat: -8. Still far.MP xx HK Arrow
EX Machine Gun Upper: If you ever happen to block this thing on wakeup, punish him with far.LK xx HK Arrow for 150 damage.
Extra random notes:
Deejays wakeup moves can either be stuffed with cr.MP or cr.LP/cr.LK or they simply whiff if you used the right timing. Don’t divekick him unless you’re really close. The problem here why Cammy can’t divekick him isn’t because his EX Upkicks are so good but because she ends up further away than usual and his hitbox is retarded.
Dudley
Optimal Combos:
ST/CR:
EX TKCS cr.HP, far.HP, xx HK Arrow (midscreen okizeme)
EX TKCS cl.HP, far.HP xx HK Arrow
EX TKCS cl.HP, cr.MP, cr.MK xx MK Arrow (crouching max damage)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow (okizeme)
cr.LP, s.HP, cr.MK xx HK Arrow (confirm)
Meterless Punish Focus Crumple:
cr.HP, far.HP xx HK Arrow
cl.MP, cr.HP, far.MP xx MK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Quickstand: You have to do the divekick around the 3rd height box in the lab to have an easier timing for the no quickstand dive.
No Quickstand: jump back MK strike for a 50/50 mixup. Around the same height as the one for quickstand. It’s easier if you find an universal timing for both dives so you don’t have to manually delay it.
OS notes:
n/a
Backthrow:
Noteable unsafe normals:
cr.MK and cr.HK: -6 and -8. If they ever dash cr.HK you can punish with cr.MP xx HK Arrow
Extra random notes:
His far.Hk counterpoke can be kinda annoying midscreen but if they get too predictable a late timed far.MP xx HK Arrow will usually beat it. Dudley is also really weak to Cammys cr.MK xx HK Arrow from max range. Midscreen it’s all about counterpoking or whiffpunishing him with cr.MP, far.MP, cr.MK and far.HK.
Be sure that you’re not the one to press the button first. This is where Dudley shines. Just try to whiffpunish him instead of poking around in front of his face.
If he has U1 or Double Ultra stocked he can beat Cammys DP FADC backdash.
Evil Ryu
Optimal Combos:
ST/CR:
EX TKCS cl.MP, cr.MP, cr.MK xx HK Arrow (corner)
EX TKCS cl.HP, cr.MP, cr.MK xx HK Arrow (corner, max damage while crouching)
EX TKCS cl.HP, far.HP xx HK Arrow (standing only, okizeme)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow (okizeme)
cr.LP, s.HP, cr.MK xx HK Arrow
Meterless Punish:
cl.HP, far.HP xx HK Arrow (okizeme standing only)
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Quickstand: Safejump HK / MK strike for fake crossup, j.LK for crossup.
No Quickstand: jump back MK strike for a 50/50 mixup. Same rules as for midscreen no quickstand
Corner unblockables:
OS notes:
n/a yet
Backthrow:
Noteable unsafe normals:
Sweep: is -11 on block. You can punish it at footsie range with Ultra, HK arrow and Super. If close enough you can confirm into cr.MK xx HK arrow
cr.HP: is extremely unsafe on raw block. Same rules as for sweep.
Extra random notes:
You can play against Evil Ryu like against Ryu. Setups, combos and everything else is the same besides that he has a ton of unblockables.
Forward throw > 1 step back > whiff far.MP > j.MK is unblockable
BnB into Tatsu > sweep > 1 step forward > j.MK / j.HK is unblockable
You can escape by forwarddashing or mashing DP.
Evil Ryu has also millions of cornersetups. The downside to all of them is that they hit non crossup unless he delays the j.MK / j.LK a to an extent where you can optionselect block him.
Fei Long
Optimal Combos:
ST/CR:
EX TKCS cl.MP, cr.HP, cr.MK xx MK Arrow (midscreen)
EX TKCS cl.HP, cr.HP, cr.MK xx MK Arrow (corner)
EX TKCS cl.HP, far.HP xx HK Arrow (okizeme)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow
cr.LP, s.HP, cr.MK xx HK Arrow
Meterless Punish Focus Crumple:
cl.HP, far.HP xx HK Arrow
cl.HP, cr.HP, cr.MK xx MK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Quickstand: You have to do the divekick around the 3rd height box in the lab to have an easier timing for the no quickstand dive. React with Ultra or HK Arrow to catch EX Chicken
No Quickstand: jump back MK strike for a 50/50 mixup. Around the same height as the one for quickstand. It’s easier if you find an universal timing for both dives so you don’t have to manually delay it.
OS notes:
OS your divekicks with Ultra or HK Arrow t o catch his Chickenwings.
Meatys can be optionselected with sweep but I wouldn’t recommend Ultra since it could go the opposite direction to the Chickenwing.Also after a forward throw you can immediately dash, whiff a cr.LP then wait just 1 or 2 frames and do a cr.HP. If he mashes DP you block. If he does EX Chickenwing it gets stuffed but he can throw you out of the startup of cr.HP so use this one sparingly
Backthrow:
Noteable unsafe normals:
cr.HP: It’s -5 on block which means it’s relatively safe. Anyway if they drop their punish and do the cr.HP instead go for cr.MP xx HK Arrow or cr.LK xx HK Arrow
LP Rekka: It’s -4 which means you are basically allowed to press buttons. However if your attack whiffs he has the tools to whiffpunish your punish so be on point with your spacing.
Rekkas: The 2nd hit is always unsafe and -6 at best. If he is close enough punish with cr.LP, far/close.HP xx HK Arrow or cr.LK / cr.MK xx HK Arrow.
Extra random notes:
Xiaohai used A LOT of cr.MP’s at footsie range against Fuudo with buffered Spiral Arrows. It beats his cr.MP and other buttons most of the time and it’s harder to whiffpunish than the cr.MK but you still shouldn’t use it as like an invincible poke that kills after the first touch.
Guile
Optimal Combos:
ST/CR:
EX TKCS cr.HP, far.HP xx HK Arrow (max damage/basic oki)
EX TKCS cl.HP, far.HP xx HK Arrow (safestrike, standing only/go to punish)
Confirm:
cr.LP, cl.HP, far.HP xx HK Arrow (after j.LK crossup)
cr.LP, cr.HP, far.HP xx HK Arrow (after j.LK crossup)
cr.LK, cr.LP, far.HP xx HK Arrow (midscreen)
Meterless Punish:
cr.HP, far.HP xx HK Arrow
cl.HP, far.HP xx HK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Corner setups:
OS notes:
Backthrow:
Forwardthrow
Noteable unsafe normals/specials:
Guy
Optimal Combos:
ST/CR:
EX TKCS cl.HP, far.HP xx HK Arrow (max oki, safestrikes etc)
EX TKCS cr.HP, far.HP xx HK Arrow (max oki, safestrikes etc)
EX TKCS cl.MP, cr.MP, cr.MK xx MK Arrow (max damage, crouching)
Confirm:
j.LK cr.LP, cl.HP, far.HP xx HK Arrow (max damage confirm)
cr.LP, cl.HP, far.HP xx HK Arrow
Meterless Punish:
cl.HP, far.HP xx HK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
You end up in the corner and this is where the fun begins with the Strikes. Trust me it’s awesome!
Quickstand: Immediate jump LK Strike from peak. Crosses up and you’re out of the corner. If you jump a bit delayed it will hit front. For both cases use cl.HP far.HP as a combo after the Strike.
No Quickstand: Since you have to kill some frames just wait a bit and use the jump MK Strike from a bith higher than min height. Depending on the frames you killed you will either crossup or hit front.
OS notes:
You can’t OS the EX Run (aka Red focis in yellow) so be sure to do some strike feints into throws if they like to use this move a lot on wakeup.
Also many guys tend to backdash after their slide sweep which I guess is a bad idea. If you see him doing backdash everytime just Ultra his ass.
Backthrow into corner:
Backthrow:
Noteable unsafe normals:
His overhead (fwd.MP) is -4 on block. You can punish with s.LP xx HK Arrow
LP Hozanto is -2, MP -4, HP and EX are -6. You can press buttons and don’t get fooled by his gimmicks.
Extra random notes:
Well he is pretty random at times but you should maybe learn his moveset and how he works in order to figure out that most of his stuff is gimmicky and doesn’t work in the long run.
His Bushin Throws on wakeup can be evaded and punished with cr.LK. If he cancels a normal into his commandjump you can really react to the sound with a cl.MP which beats the throw and his elbow drop.
The only thing that can get tough are his normal elbow drops midscreen which makes him somewhat tough to antiair. But then again just practise and try to antiair him on reaction if he comes close because his jump is reeeally floaty.
Footsie wise he has some good pokes. His far.MK is really similiar to Bisons s.MK. You can’t do anything with cr.MK however far.HK and far.MP beats it. I guess it’s ok to use it preemptively sometimes with a buffered HK Arrow. The payoff is decent. Other than that you can also use low EX Strikes to beat it. It is also his only decent footsietool together with far.HK to keep you at bay.
Also once cornered you should consider his commandjump and walljump as an escape option. Be sure to be on point with antiairs (DP, or airthrow)
Hakan (by Olympian)
Optimal Combos:
ST/CR:
EX TKCS, cl.HP, far.HP xx HK Arrow (only after EX dives, HK Strike can ocassionally crossup)
EX TKCS, cr.HP, far.HP xx HK Arrow (go to punish/crouching and standing/safestrike)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow (HK strike can ocassionally crossup)
cr.LP, cr.HP, far.HP xx HK Arrow (confirm for anything after a crossup or a MK Strike)
Meterless Punish:
cl.HP, far.HP xx HK Arrow
cr.HP, far.HP xx HK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
50/50 j.LK / jump MK Strike mixup: If no quickrise either meaty him with the meaty EX TKCS or try to cross him up. The timing is the universal one, also quite easy.
Corner setups:
backthrow into corner:
OS notes:
Backthrow:
Noteable unsafe normals/specials:
Extra random notes:
I’ve never played against a decent Hakan lol.
Honda
Optimal Combos:
ST/CR:
EX TKCS cl.HP, far.HP xx HK Arrow (midscreen, standing crouching + okizeme)
EX TKCS cl.HP, cr.MP, cr.MK xx HK Arrow (corner, standing crouching)
EX TKCS cl.HP, cr.MP, far.HP xx HK Arrow (<3 vinnie, crouching only)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow (okizeme)
cr.LP, s.MP, far.HP xx HK Arrow (okizeme)
Meterless Punish Focus Crumple:
cl.HP, far.HP xx HK Arrow
cl.HP, cr.HP, cr.MK xx MK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Quickstand: Safejump HK / MK strike for fake crossup, j.LK for crossup.
No Quickstand: jump back MK strike for a 50/50 mixup. Same rules as for midscreen no quickstand
OS notes:
React here, not OS. The OS Ultra usually loses to EX Sumo Smash because we do it too early.
The crossup Divekick after far.HP xx HK Arrow will mostly hit but sometimes it will just whiff because your timing was a frame off or he delays his quickrise. It’s not completely safe to OS there. You can react to EX Headbutt and his asssslam though.
Backthrow:
Noteable unsafe normals:
Far.HK: it is punishable on block by super and if done close you can punish it with either cr.MK xx HK Arrow or cr.MP xx HK Arrow. Also be sure to block it standing for less pushback.
LP MP HP Headbutts: For LP use LK Arrow for chip, for MP use Super or Ultra and for HP use MK Arrow, Super or Ultra
Extra random notes:
n/a
Ibuki
Optimal Combos:
ST/CR:
EX TKCS cl.MP, cr.MP, cr.MK xx MK Arrow (corner max damage)
EX TKCS cr.HP, far.MP xx HK Arrow (Midscreen okizeme)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow
cr.LP, s.HP, cr.MK xx HK Arrow
Meterless Punish Focus Crumple:
cl.HP, far.HP xx HK Arrow (doesn’t work on blocked EX kazegiri without focus crumple)
cr.HP, far.MP xx HK Arrow (Go to Punish in this matchup)
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Quickstand: Safejump HK / MK strike for fake crossup, j.LK for crossup.
No Quickstand: jump back MK strike for a 50/50 mixup. Same rules as for midscreen no quickstand
OS notes:
Option select your divekicks and backthrow unblockables with Spiral arrow to prevent her from getting out
Backthrow:
Noteable unsafe normals:
Sweep: -9, can be punished with Super.
Extra random notes:
Juri
Optimal Combos:
ST/CR:
EX TKCS cr.HP, far.MP xx HK Arrow (go to bread and butter/punish in this matchup)
EX TKCS cl.MP, cr.MP, cr.MK xx HK Arrow (crouching only but I thought this was somewhat important to add)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow (close confirm but not on virtual point blank)
cr.LP, s.HP, cr.MK xx HK Arrow (j.LK crossup confirm)
Meterless Punish or Focus Crumple:
cr.HP, far.MP xx HK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
After any corner Spiral Arrow you can / should do a jump MK Strike from the height of the 4th box in the Training Room. It’s a fake crossup and safe to even Armorcancel U2 but not to Armorcancel EX Wheel which is basic and should be mastered by any decent Juri out there (if you’re from europe just forget what I said about the armor cancels). If she doesn’t quickrise you can do the same MK Strike at the same height again for a crossup. Once learned this is actually easy and practical to apply.
OS notes:
Backthrow:
Noteable unsafe normals:
cr.MK: is -5 on block and has 16 frames of recovery which means it’s pretty easy to whiffpunish. Other than that there is only cl.HP left which is also really unsafe on block but can be canceled into EX Wheel if you mess up your punish.
If the Divekick hit’s cammy above her knee (around waist actually) it’s always really unsafe and can be punished with cr.LP cr.HP far.MP xx HK Arrow or cr.LP, cr.MK xx HK arrow if she is out of range for any reason.
However if she does an instant divekick it’s mostly safe and some players try to catch your punish attempt with an EX Wheel. Usually online tactics but WeirdoNeo does it offline too.
Her Store is safe on block (-1) but extremely unsafe on whiff. If you catch up to your opponents habits then you should always buffer Ultra in case he does cr.MK xx Store at a range where the store would whiff.
Juris cr.MK xx LK Fireball release is also not legit vs Focus attacks. Same for cr.MK xx HK senpusha or cr.MK xx EX LK Fireball release. If you ever catch a cr.MK with your focus attack just release it in case the Juri player buffered something.
Juri Mixup and Defense
If you ever got thrown into the corner by a Juri with 3 meters and full FSE prepare yourself to block (a lot) if you have no character experience at all. Juris corner setups against Cammy are:
fwd throw into corner > dash > whiff LK wheel > j.HK (fake crossup or j.MK which is a crossup: into a damaging combo
fwd throw into corner > backdash > activate FSE (U1) > forward dash > j.HK / j.MK ^ see above: If you get hit by this + FSE combo + another reset consider yourself dead because if you aren’t dead yet and she ran out of FSE she will be in the superior positioning due to the fireball game and your little amount of life left. If they don’t OS the forward dash you can get yourself out of this setup with a HK DP. In the end getting punished for the HK DP later (if they Optionselected Dash) is still better than guessing wrong and eating the additional damage the jumpin gives her. You CAN’T focus forward or backdash out of it. You will always end up in the corner. Most Juris will go for the fake crossup though so if you have enough life left maybe just block normal. It’s really a guess and be prepared. Also during FSE combos always block standing in case the Juri player tries to go for an overhead reset during a Combo.
Also once FSE is activated you shouldn’t really be afraid of it. Use a lot of neutraljumps with EX divekicks if she dashes and cr.MK or Ultra from ranges where she dashes.
Extra random notes:
Hey guise, cr.HP, cr.MK xx HK Arrow doesn’t work ( ° ?? °)
Ken
Optimal Combos:
ST/CR:
EX TKCS cl.MP, cr.MP, cr.MK xx HK Arrow
EX TKCS cr.HP, far.MP xx HK Arrow
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow
cr.LP, s.HP, cr.MK xx HK Arrow
Meterless Punish:
cl.HP, far.HP xx HK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Quickstand: Safejump HK / MK strike for fake crossup, j.LK for crossup.
No Quickstand: jump back MK strike for a 50/50 mixup. Same rules as for midscreen no quickstand
Corner unblockables:
OS notes:
n/a yet
Backthrow:
Noteable unsafe normals:
Extra random notes (by DafeetLee):
cr.mk > Hadoken is not a true blockstring. If you have U1, you can buffer it during cr.mk and press all three kicks if you see the fireball come out.
You can also fadc forwards inbetween the cr.mk and hadoken and grab Ken/go into cr.lp cr.lp etc. This can be punished with ex hadoken though so be careful while doing this.
Far range, avoid fireballs with LK cannon strike to build meter safely.
Mid range, Ken players will try getting in on Cammy to get the knockdown. His main buttons will be f.mk/cr.mk/far mk/s.hk/s.mp. The main difference between the Ken match and the Ryu match during footsies is the f.mk from Ken. Cammy can deter Ken players from abusing this move by focusing it (release early) or by using s.mp (buffer HK SA) during footsies. Cammy can also play footsies with cr.mk (buffer HK SA), s.mk, and s.hk. Being able to read fireball patterns is important here because you will be able to combo into HK SA if you get a good jump-in on a bad fireball (and get strong oki afterwards). However, Ken players tend to throw a lot less fireballs than Ryu players when they’re midrange which is something to keep in mind. It’s also important that you start using low to the ground EX CS in this range because you can catch Ken players whiffing cr.mk/f.mk and punish for huge damage. You can react to mid range fireballs with EX SA if you need the knockdown. Once you get U1, start buffering U1 in this range to react to (ex) fireballs. Focus attacking in this range is also a good choice (release focus early if the Ken player cancels their cr.mk into hadoken and hold focus if they do raw cr.mk/f.mk/fireballs during footsies). Another thing Ken has over Ryu in mid range is EX air tatsu which is annoying to deal with because it moves Ken far forward horizontally, can cross you up fairly easily and blows up focus attacks. Try to dp Ken once you see EX tatsu start up so you’ll hit him out of the air.
Close range, if a Ken player starts crouch teching with cr.mp during your CS pressure, start frame trapping with cl.mp/cr.mp/cl.hp/cr.hp to counter-hit for big damage. If a Ken player starts stand teching your frame traps, start using low to the ground EX CS or delayed cr.shorts. If you land a back throw, abuse the unblockable and combo into cr.lp cl.hp (cr.mk) HK SA. The one major thing that Ken has over Ryu is his amazing kara throw. Ken has incredible mixup opportunity/unblockables after he lands a forward throw so it’s dangerous to get thrown by Ken. Be wary of crouch-teching when you’re being pushed out during blockstrings because Ken can kara-throw your whiffed cr.lks. Ken can also blow up crouch-techs with (ch) HP dp fadc U1 for huge damage.
Punish whiffed tatsus with s.hk/cr.hp.
Once Ken players are cornered, they are able to escape the corner fairly easily with kara EX air tatsu. Keep them in the corner by doing neutral jump HP as they go into the air.
Cammy’s dp will always beat out Ken’s HP dp (even if he delays it).
M.Bipson (Dicktator)
Optimal Combos:
ST/CR:
EX TKCS cl.HP, cr.MP, cr.MK xx HK Arrow (crouching + divekick oki)
EX TKCS cl.HP, cr.HP, cr.MK xx MK Arrow (standing + safejump oki)
EX TKCS cl.MP, cr.HP, cr.MK xx MK Arrow (universal punish with safejump oki)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow
cr.LP, s.HP, cr.MK xx HK Arrow
Meterless Punish:
cl.HP, far.HP xx HK Arrow
cl.MP, cr.HP, cr.MK xx MK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Safejumps midscreen from any MK SA punisher quickstand
Safejumps midscreen from any MK SA punisher no quickstand
Corner setups after any HK SA bnb:
Quickstand: nj.HP and OS or block and punish with Ultra 1
No Quickstand: nj.HP again and OS or block and punish with Ultra 1
OS notes:
I basically described it already.
Backthrow:
Noteable unsafe normals:
Sweep Focus it from fullscreen. Up close it’s pretty unsafe but can be safe from max distance. It’s -10 at worst.
cr.HP is -7 on block. Confirm.
Extra random notes:
Bison is one of these matchups that probably changed overtime. Cammy can lose this matchup in many different ways. One way would be if she tries to get in all the time. Over time she will most likely eat more damage than she can deal. Another way would be if she tries to outfootsie Bison at s.MK range. The worst thing would be if the Cammy player notices that he can’t be in his face 24/7 and then tries to outfootsie him at a range where she can’t do anything. Against Bison in neutral you should avoid eating any random damage and whiffpunish/antiair any LK scissors, slides, jumps he throws at you. The key here is to be patient and wait for the opening. If he is smart and lame enough he won’t do anything suicidal like bad spaced LK scissors so this would be the point where you have to take risks. Calculated risks. Delayed divekicks usually beat his s.HK antiair, however he can antiair you easily with j.HP. You can also try to counterpoke his s.MK with cr.MP from max range you you can use well spaced and timed EX Strikes to beat his s.MK. s.HK is easily whiffpunishable with cr.MK or well spaced LK Arrows. If you notice that he Scissorkicks you everytime you do a jumpin you can bait them out with emptyjump backdashes. If he does them you can easily whiffpunish too.
Once you knock that fucker down you can limit his defensive options to an extent where he literally has to guess. If you OS backjump airthrow off a safejump you can beat both commanddashes and if you OS EX Arrow you will beat all his other wakeup options, that are not EX Commandjump. If he is cornered only OS if you don’t have Ultra 1 stocked. If he EX crushers out and you block it you can always Ultra 1 it.
After he blocked safejumps you can start chaining LK strings and check if he is mashing anything. If he is inputting anything that is not crouchblock he will get hit and you can easily confirm.
Once he knows that he can’t press buttons after safejumps you can start with throws EX Strikes (and repeat if he blocks them) and frametraps. Overall I would say this is 5.5 or 6:4 in Cammys favor.
Makoto
Optimal Combos:
ST/CR:
EX TKCS cl.HP, cr.MP, cr.MK xx MK Arrow (Corner, crouching, EX TKCS has to be hit around the knee area)
EX TKCS cl.MP, cr.MP, cr.MK xx MK Arrow (Midscreen)
EX TKCS cl.MP, far.HP xx HK Arrow (Midscreen standing / crouching Oki)
EX TKCS cr.HP, far.MP xx HK Arrow (Midscreen)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow
cr.LK, cr.LP, cr.MP, cr.MK xx MK Arrow
cr.LP, s.HP, cr.MK xx HK Arrow
Meterless Punish Focus Crumple:
cl.HP, far.HP xx HK Arrow (use j.HP for post stun)
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK/MK SA bnb no quickstand:
Corner setups after any HK SA bnb or sweep:
Quickstand: Deep LK Strike as a fake crossup, safe to Fukiages, loses to EX grab if no option select is used
No Quickstand: jump back LK Strike (height is the 3rd height line of the training room) for a 50/50 mixup.
Sweep: whiff s.LP > j.LK is unblockable and there is no escape if done correclty. Continue your combo it will always hit.
OS notes:
cr.LK s.LK OS Ultra 1 (far.LP, cr.MK xx HK Arrow as hitconfirm) is godlike since makotos like to backdash a lot.
Option Select DP or another invincible moves during safejumps to beat out her EX Karakusa / EX Overhead chop
Backthrow:
Noteable unsafe normals and specials:
Extra random notes:
n/a
Oni
Optimal Combos:
ST/CR:
EX TKCS cl.HP, far.HP xx HK Arrow (vortex)
EX TKCS cl.MP, cr.HP, cr.MK xx MK Arrow (corner only)
EX TKCS cr.HP, far.MP xx HK Arrow (safestrike)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow (okizeme)
cr.LP, cr.HP, cr.MK xx HK Arrow (crossup confirm)
cr.LP, cr.MP, cr.MK xx HK Arrow (close confirm off 1 cr.LP)
Meterless Punish:
cl,MP, cr.HP, cr.MK xx HK Arrow
cl.HP, far.HP xx HK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Corner setups:
OS notes:
Backthrow:
Noteable unsafe normals/specials:
Extra random notes:
He’s like any other shoto just with extremely damaging combos but worse footsies, walkspeed, zoning- and wakeupgame. He also has 50/50 corner mixups and corner safejumps. Forward throw > dash > s.HP / fwd.MK > j.HK and j.LK are fake crossups while j.MK is a crossup. Also don’t get too comfortable with crouchtech in the corner since he can get the same mixup off a LK / MK Headstomp too. Headstomp > dash > j.HK / j.LK are fake crossup. Cammy beats him in footsies and is also able to force him to block on wakeup.
Rose
Optimal Combos:
ST/CR:
EX TKCS cr.HP, far.MP xx HK Arrow (no okizeme)
EX TKCS cl.MP, cr.MP, cr.MK xx HK Arrow (corner and crouching)
EX TKCS cl.HP xx HK Arrow (okizeme)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow (no okizeme)
cr.LP, s.HP, cr.MK xx HK Arrow (no okizeme)
Meterless Punish Focus Crumple:
cl.HP xx HK Arrow
cr.HP, far.MP xx HK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Quickstand: Safejump HK / MK strike for fake crossup, j.LK for crossup.
No Quickstand: jump back MK strike for a 50/50 mixup. Same rules as for midscreen no quickstand
OS notes:
OS her with Spiral Arrows. OS your meatys, your safejumps and everything you have because Rose players LOVE to backdash
Backthrow:
Noteable unsafe normals:
Sweep: It’s -10. If she has done it close mash Ultra to punish it. It’s a 1 frame punish so be sure to be on point
LK MK HK EX Soul Drills: -8 -6 -4 -6. If done close punish with far.LP, cr.MK xx HK Arrow or cr.LK xx HK arrow
Extra random notes:
Personally this matchup isn’t that hard but Rose isn’t as free on wakeup as people think. Depending on where you are you can decide between max damage combos or okizeme. Personally I prefer having a guaranteed knockdown game which is why I would go for cl.HP xx HK Arrow except if I cornered Rose but that’s just my personal opinion. All divekicks can get beaten by Soulthrows if they land in front and the divekicks which make Soulthrows whiff generally don’t give enough frame advantage on block. You can of course use them but as I mentioned I don’t like to give up my momentum in that way. Other than that you have to be on point with your Optionselects but I guess that goes without saying.
Rufus (written by Olympian)
Optimal Combos:
ST/CR: EX TKCS, crhp, far hp xx HK SA
ST: EX TKCS, clmp, crhp, far mp xx HK SA (2hits)
CR: EX TKCS, clhp, crmp, crmk xx HK SA.
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
corner setups after any HK SA bnb:
OS notes:
Backthrow:
noteable unsafe normals:
unjumpable blockstring:
CR Rufus, CH combos:
FA lvl1 block/hit/Ex messiah FADC back… U1 punish: yes/yes/yes (ex messiah lk FADC back is u1 punishable on block)
Rufus mp+tech to beat EX TKCS:
Extra random notes:
Ryu
Optimal Combos:
ST/CR:
EX TKCS cl.MP, cr.MP, cr.MK xx HK Arrow (corner)
EX TKCS cl.HP, cr.MP, cr.MK xx MK Arrow (corner, max damage while crouching)
EX TKCS cr.HP, far.MP xx HK Arrow (Midscreen okizeme standing/crouching)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow (okizeme)
cr.LP, s.HP, cr.MK xx HK Arrow
Meterless Punish:
cl.HP, far.HP xx HK Arrow (okizeme standing only)
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Quickstand: Safejump HK / MK strike for fake crossup, j.LK for crossup.
No Quickstand: jump back MK strike for a 50/50 mixup. Same rules as for midscreen no quickstand
Corner unblockables:
OS notes:
n/a yet
Backthrow:
Noteable unsafe normals:
Sweep: is -14 on block. You can punish it at footsie range with Ultra, HK arrow and Super. If close enough you can confirm into cr.MK xx HK arrow
cr.HP: is extremely unsafe on raw block. Same rules as for sweep.
cr.MK xx Hadoken: It’s unsafe. Good Ryus won’t use it but always buffer Ultra during cr.MK range to react to the fireballs after cr.MK
Extra random notes (by DafeetLee):
Sagat
Optimal Combos:
ST/CR:
EX TKCS cr.HP, far.HP xx HK Arrow
EX TKCS cr.HP, far.MP xx HK Arrow
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow
cr.LP, s.HP, cr.MK xx HK Arrow
Meterless Punish:
cr.HP, far.HP xx HK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Quickstand: MK Strike or j.LK. The usual corner 50/50.
No Quickstand: backjump MK Strike aiming for the other side for a crossup Strike.
OS notes:
n/a yet
Backthrow into corner:
Backthrow:
Noteable unsafe normals:
His normals are all pretty safe on block.
Extra random notes:
Well this matchup is pretty straight forward and there is not really much technical stuff to mention.
Sakura
Optimal Combos:
ST/CR:
EX TKCS cl.HP, far.HP xx HK Arrow (full oki, crouching and standing)
EX TKCS cr.HP, far.MP xx HK Arrow (full oki)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow (full oki)
cr.LK, cr.LP, cr.MK xx HK Arrow (full oki)
cr.LP cr.HP, far.MP xx HK Arrow (full oki/crossup confirm)
Meterless Punish:
cl.HP, far.HP xx HK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Corner setups:
OS notes:
Backthrow:
Noteable unsafe normals/specials:
cr.HK is -7 and cr.HP is -10. The rest is safe.
Extra random notes:
I don’t have any real matchup experience either but I actually believe that this matchup is even or slightly in Sakuras favor due to the armada of cornersetups and midscreenunblockables she has vs Cammy. I don’t know specifics. If anyone can help me out here I would really appreciate it.
Personally I don’t know. Both characters have tools to end the match really quick. But then again I have no real matchup experience so I maybe will update it once someone does a little writeup.
Seth
Optimal Combos:
ST/CR:
EX TKCS cl.MP, cr.MP, cr.MK xx MK Arrow (max damage)
EX TKCS cr.HP, far.MP, xx HK Arrow (midscreen okizeme)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow (okizeme)
cr.LP, s.HP, cr.MK xx HK Arrow (confirm)
Meterless Punish Focus Crumple:
cl.HP, far.HP xx HK Arrow
cl.MP, cr.MP, cr.MK xx MK Arrow
cr.HP, far.MP xx HK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Quickstand: You have to do the divekick really early. Same rule as for midscreen crossup dives. In the corner the combo ender doesn’t matter though. Only the height you do the first dive is important.
No Quickstand: jump back late MK Strike same as midscreen for a crossup
OS notes:
Teleports can be optionselected with Ultra especially after divekicks.
Backthrow:
Noteable unsafe normals:
far.HP: Can be punished from 3/5 screen with super and from halfscreen with Ultra on block. -15
cr.HK: even if done from a further distance it can be punished by Spiral Arrows or raw super -9
Extra random notes:
U2 might be useful to make take some of his momentun.
T.Hawk
Optimal Combos:
ST/CR:
EX TKCS cr.HP, far.HP xx HK Arrow
EX TKCS cl.HP, far.HP xx HK Arrow
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow
cr.LP, cr.HP, far.HP xx HK Arrow
cr.LP, cl.HP, cr.MK xx HK Arrow
Meterless Punish:
cl.HP, far.HP xx HK Arrow
cr.HP, far.HP xx HK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Corner setups:
OS notes:
Backthrow:
Noteable unsafe normals/specials:
Extra random notes:
I actually get to play against a handful of decent Thawks and the matchup is in my opinion heavily in Cammys favor simply because of her superior footsies. There is not much he can do and any approach is more less a hail mairy because he is taking a 200 DMG risk everytime he comes close. The key to win in this matchup is to be on point with antiairs and footsies. Stay at his max dash / LP condor spire range or just a tad outside your own far.MP range. His SPD range is not as good as zangiefs and to land it in any way he basically has to use the Dash > SPD, the LP Spire > SPD or a jumpin. The dash and LP Spire can easily be punished with far.MP on !reaction! and I guess it’s obvious on how you’re supposed to shut down his air approach (DP). At this range his only decent tool would be is far.HK but it can be whiffpunished easily with your own far.HK (considering that it whiffs and you don’t block/get hit by it). Thawk is pretty much ass at footsie range compared to Zangief so it isn’t too much of a hard matchup in my opinion. Also you can DP almost all soft knockdown crossup splashes. Learn to delay your DP’s so they come out as autocorrected DP’s and not reversals.
Vega (Claw)
Optimal Combos:
ST/CR:
EX TKCS cl.HP, far.HP xx HK Arrow (standing/punish only/okizeme)
EX TKCS cl.HP, cr.MP, cr.MK xx HK Arrow (crouching/punish only/max damage)
Confirm:
cr.LK, cr.LP, cr.MK xx HK Arrow (okizeme)
cr.LP, cl.HP, far.HP xx HK Arrow (max dmg confirm into oki)
cr.LP. cl.HP, cr.MK xx MK Arrow (basic pressure)
Meterless Punish:
cl.HP, far.HP xx HK Arrow (okizeme)
Counter-hit Combo’s:
cl.mp, walk forward a bit, cl.mp, cr.mk xx HK.arrow (on crouching only)
cl.mp, cr.hp xx Ultra 1 (on crouching only)
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Corner setups:
OS notes:
Backthrow:
Noteable unsafe normals/specials:
Extra random notes:
Vega is pretty weird to fight against actually. If you look at Kbread all he does is jump at his opponent like a retard in hope that the Vega will eventually fuck things up. However you’re not Kbrad and your opponent might not give you the same respect. Vega has actually a handful of decent and situational antiairs especially in USF4. cr.HP, jump back HP, airthrow, scarlet terror, U2 etc. Of course they’re situational but if the Vega is any good and expecting you to jump you will eat damage. So how do we face Vega on the ground ? Well despite the popular opinion that Vega outfootsies Cammy she actually has a few good pokes at her disposal that barely anyone uses.
cr.MP is really good from max range against Vegas cr.MP. Far.HK is also a whiffpunish / counterpoke against Vegas cr.MK / cr.MP. Our own cr.MK has not too much uses in this match to be honest.
far.MP reaches Vegas body hurtbox during the recovery of his own cr.MK so it’s a good whiffpunish / counterpoke too. Vega can still beat her in footsies with way less effort but once he makes a mistake it’s almost over.
When pressuring him you should also stick to normal frametraps before you start using EX Strikes. If he reads any EX Strikes he can just backjump HP or backjump air throw to catch you out of everything you do.
Be patient, don’t press more buttons than necessary, be patient, wait for your opening, be patient and enjoy the fact that his pokes don’t do chip damage.
Yang
Optimal Combos:
ST/CR:
EX TKCS cl.MP, cr.HP, cr.MK xx MK Arrow (standing)
EX TKCS cr.HP, far.HP xx HK Arrow (Okizeme)
EX TKCS cl.MP, cr.MP, cr.MK xx MK Arrow (crouching)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow (okizeme)
cr.LP, s.HP, cr.MK xx HK Arrow
cr.LK, cr.LP, cr.MP, cr.MK xx MK Arrow (close confirm)
Meterless Punish Focus Crumple:
cl.HP, far.HP xx HK Arrow (okizeme)
cr.HP, far.HP xx HK Arrow (okizeme)
s.MP, cr.HP, cr.MK xx MK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Quickstand: j.LK for crossup or early jump MK Strike for fake crossup
No Quickstand: wait a little bit, then early jump MK Strike
OS notes:
Optionselect Spiral arrow after Divekicks and generally DP’s after frame safejumps.
Backthrow:
Noteable unsafe normals:
Not really, all of them are pretty much safe
Extra random notes:
cl.MK launcher, j.HP s.HK is yangs corner teleport. Hes basically in front of you but your reversals whiff. Just don’t mash in that situation but mash crouchtech if you see him teleporting behind your back.
cl.MK launcher j.HP midscreen dash is a fake crossunder if he crouches and a true crossunder if he stands
Yun
Optimal Combos:
ST/CR:
EX TKCS cl.HP, far.HP xx HK Arrow (crossup oki and standing only)
EX TKCS cl.HP, cr.MK xx HK Arrow (safestrike and standing/crouching)
EX TKCS cl.MP, cr.HP, cr.MK xx MK Arrow
EX TKCS cl.MP, cr.MP, cr.MK xx MK or HK Arrow (MK = crouching, HK = standing)
Confirm:
cr.LK, cr.LP, far.HP xx HK Arrow (okizeme)
cr.LK, cr.LP, cr.MP, cr.MK xx HK Arrow (damage)
Meterless Punish:
cr.HP, far.HP xx HK Arrow (30 more stun and no oki)
cl.HP, far.HP xx HK Arrow (optimal oki)
Safejumps midscreen from any HK SA bnb quickstand:
Safejumps midscreen from any HK SA bnb no quickstand:
Corner setups after any HK SA bnb:
Quickstand: MK Strike or j.LK. The usual corner 50/50.
No Quickstand: backjump MK Strike aiming for the other side for a crossup Strike.
OS notes:
Just be sure to punish his Upkicks escape attempts with HK / MK Arrow or Ultra if available.
Backthrow:
Noteable unsafe normals:
His sweep is -12 and can be punished with Ultra at any range. If you block it at close range punish with: cr.mk xx hk.arrow, block at far range punish with: st.hk
Divekicks should always be blocked while standing to prevent him getting too much frame advantage. If he hits you around your head you can actually punish with cr.LK.
Lunge Punches can be made safe if spaced correctly. Look out for downsyndrome kazunoko. Punish when spaced poorly with: st.lp, cr.mk xx hk.arrow. If they do it really meaty (thus really unsafe) you can also punish with: cl.hp, far.hp xx hk.arrow
EX lunge Punch is now +1 on block.
Light shoulder is safe on block, but can be focused through. Most Yun’s use light shoulder pressure after a cr.mp or cr.mk. It’s a really tight window, but it can be punished with cr.lp, st.lp, cr.mk xx hk.arrow. Or just Focus release.
Medium/heavy shoulder is -6 and -7, punish with: st.lp, cr.mk xx hk.arrow
cr.mk is -3, can punish it with st.lp, cr.mk xx hk.arrow. Most Yun’s cancel this move into light shoulder though.
far.mp is -5, can punish with st.lp xx hk.arrow. Your best bet is to cancel the hk.arrow really fast. That way when your st.lp doesn’t connect your arrow won’t come out either.
cl.hp is -5, it’s that weird punch that goes up and hits twice. Can be punished with: st.lp, cr.mk xx mk.arrow
Extra random notes:
You have to antiair him. His groundgame isn’t even that good but your cr.MK whiffpunishes will be useless if he is divekicking them 24/7
Zangief
Optimal Combos:
ST/CR:
EX TKCS, cr.HP, far.HP xx HK Arrow
EX TKCS cl.HP, far.HP xx HK Arrow
EX TKCS cl.MP; cr.HP, far.MP xx MK Arrow
Confirm:
cr.LP, cr.HP, far.HP xx HK Arrow
cr.LP cr.HP, far.MP xx HK Arrow
cr.LP, cl.HP, cr.MK xx HK Arrow
Meterless Punish:
cl.MP, cr.HP, far.MP xx MK Arrow
cr.HP, far.HP xx HK Arrow
Safejumps midscreen from any HK SA bnb quickstand:
You generally don’t want to pressure Zangief too much but if you can shut down his options hell why not. After any combo ending in HK Arrow you can do an immediate jump MK Strike. If you optionselect Ultra he is literally forced to block. SPD Whiffs, the EX Armor Throw whiffs too the divekick gets absorbed, U1 whiffs, U2 can’t be executed due to Zangief being grounded, backdash and focus backdash can get punished by OS U1.
Also all lariats get stuffed no matter how delayed they are.
Safejumps midscreen from any HK SA bnb no quickstand:
After you tried to meaty him with a jump MK Strike and he really doesn’t quickrise you can do a delayed meaty EX Strike. It’s as safe as a MK Strike just the timing is kinda weird. You want to be off the ground when doing it (delay the button press) Other than these options you don’t have too much gimmicks to pressure him.
Corner setups after any HK SA bnb:
Nothing. Just apply basic pressure
Corner setups:
OS notes:
Option Select U1 is godlike in this matchup.
Backthrow:
whiff cr.HP > jump early MK Strike OS U1
Anything he does gets either beaten or whiffs causing U1 to blow him up. You don’t have to OS U1 all the time since you can punish almost everything regardless. It’s only decent to catch backdashes, whiffed EX Greenhands or focus backdashes.
Noteable unsafe normals/specials:
Extra random notes:
This matchup is pretty basic and in my opinion kinda even. Cammy is probably one of the few characters in the game that can force Zangief to block. This matchup is quite footsie heavy and she really can abuse her far.HK. It’s godlike vs Zangief since it zones him, it’s a good bait for jumpins (which is a downside too due to it’s huge recovery) and it is a decent antiair if zangief tries to jumpin from 2/4 or 3/4 screen to close the distance. Far.MP xx HK Arrow is a decent poke too at a footsierange.
It also can’t hurt if you know what options he has available after each knockdown to keep him honest. His Safejumps aren’t that easy to use and an autocorrect DP can blow uo his stuff most of the time (even the splashes unless they’re timed as a safejump).
U1 and U2 are both viable and in my opinion it really comes down to personal preference and the Zangiefs player ability to utilize his mixups correctly. EX Greenhand reads to catch backdashes are never safe due to U1 punishing the FADC backdash (and the 280 dmg punish on block). It can also be used to punish whiffed Lariats and backdashes/focusbackdashes or other stuff on wakeup as a max damage option.
U2 basically shuts down his knockdown game but he could always bait the Ultra. Both ultras have their pros and cons it’s really up to you how you utilize them.
AE 2012 tech
[details=Spoiler]Cammy Quicktip & Tech Stuff, Video references
5 Frame safejump off backthrow:
Balrog Safejump + OS
EX Strike crossups off neutral jumps:
Cammy anti Bison Tech
Zangief MK Strike
USF4 Tech
How to bypass DWU
https://www.youtube.com/watch?v=PHGB2IXF2vE
USF4 Cammy Tech
https://www.youtube.com/watch?v=q19s9PJfIt8
Rollento Specifics
https://www.youtube.com/watch?v=5nPfOTJtZWM
reserved
reserved
[right]
[/right]
Olympian:
[details=Spoiler]- Rufus writeup,
DafeetLee
Extra notes on Ken and Ryu
Motm
[details=Spoiler]- Blanka punishes
[/details]
Popi
[details=Spoiler]- shoto crumple corner unblockable
Vinnie
[details=Spoiler]- Character specifc max damage combos
Emanuel / Charming Rogue
- Rollento CH into Ultra combos
Geronimo
Character Specific Combo Chart
Character Specific Combos can be found in the USF4 Spreadsheet created by @Geronimo
If I forgot anyone feel free to PM me.
This is an absolutely phenomenal amount of info, I wish I had something like this for my main.
Pay me and we will see ( ͡° ͜ʖ ͡°)
I’ll give you 2 bucks if you put that Yun writeup up there.
Finished the thread with all the formatting and added the Yun/Guy matchup.
The last matchups gonna be updated when I come back from the tournament this weekend.
Makoto
You can crossup j. lk, cr. lp, st. cl HP, far HP xx HK SA (1 frame link)
Only works after a crossup
Not sure how useful this is, but it’s good to know
It is actually fairly useful considering that capcom took away all the cr.HP combos. good find.
it is very useful. guaranteed after the jlk corner unblockable.
Against Yun, I’ve had better luck with st.lk against divekicks. It also has better reach so if he tries to skinch forward and do st.mp into stuff then it usually gets countered.
Also a friend has gotten really good at countering Cammy’s DP by baiting it out while neutral jumping and pressing mp at the right height.
This is just awesome! I used the RandomSelectTV cammy guide but these notes really touch each and every aspect of the MU.
Thanks to the people who took the time to compile this.
Was having some troubles against Bison and Zangief, now I have to test it with this strategy.
Greetings from Portugal
Added some video references of the setups mentioned in the notes. If anyone wants something specific then just post here.
Dodging C.Viper’s “instant air cross up burn kick” with the shoto cr. mk is pretty useful. I’ve gotten cr. hk to whiff it before, but does it work with Cammy cr. mk?