Cammy Masterclass SSF4 AE 2012 [CROSSUP DIVEKICKS SAFEJUMPS AND MATCHUPNOTES]

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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

Majs Footsie Handbook

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:

  • jump HK Strike: should only be used after combos where you end up as close as possible to Abel (e.g. cl.HP far.HP xx HK Arrow) to cross him up. You have to do this strike as early as possible to make it hit crossup and to allow further crossup dive attempts. He can easily evade this though with a focus forward dash or EX Roll.
  • jump MK Strike: as early as possible so it hits meaty. Don’t go too far over his head otherwise Cammy will be negative.
  • jump (as earlyas possible) LK Strike: Same as above except that you will catch him if he tries to forward dash out of it. Also OS backthrow in case he tries to EX Roll out of it. If he uses U2 it’s either gonna whiff completely or he absorbs a hit and you land behind him.
  • jump HP: should be used after any MK Arrow combo. It trades with EX Falling Sky and the trade is heavily in your favor due to not taking damage at all, while Abel has to spend 1 Bar and 100 Dmg to get you off him. EX Throws, and Ultra 1 whiffs, Super gets stuffed. What he can do is delay his quickrise to catch you offguard with EX Tornados but this can be easily evaded by using OS nj.HP (should be used anyway).
    It loses to U2 though so don’t use it at all if he has it stocked.
  • jump LK crossup: Same rules as above apply except that you land crossup. Can be used to mix it up.

Safejumps midscreen from any HK SA bnb no quickstand:

  • after jump HP: empty neutraljump / delayed EX dives etc. You get the mixup. nj.HP isn’t safe to EX Tornado Throws.
  • after jump LK crossup: immediate jump back MK Strike with the universal timing. Hits crossup and is easy to achieve. Aim it at his lower back, sloppy timed dives are punishable in USF4
  • after HK crossup dive attempt: immediately jump back early MK Strike to hit him crossup. Extremely ambiguous.

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:

  • Backthrow into corner > whiff far.MP > j.MP / j.HP 50/50 mixup.
    MP stays in front j.HP crosses up. Same mixup like against Sagat. Can’t escape with rolls due to rolling into the corner
  • Backthrow into corner > whiff cr.LP > jump EX divekick from peak.
    Only crosses up in the corner (lol) and you land in front.

OS notes:
You should be mainly optionselecting backthrow due to EX Roll being his only true reversal to get out of tight situations.

Backthrow:

  • crossup Strike: walk to his head > whiff far.LK > if DWU then whiff a far.LP > early HK Strike

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 :frowning:

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:

  • jump early MK Strike: you still land on the same side. Works if any of the combos above were used (except the MK Arrow ones of course). You should only go for this combo if you know that the Akuma loves to quickrise with maybe a teleport. Guess which side hes going to teleport, then do a dash Ultra 1. There is no OS
  • early jump HK Strike: only after combos that leave you further away. Causes you to switch sides and hits front on quickrise.
  • j.LK crossup: get’s beaten by any delayed DP as usual but it’s a legit mixup tool to spice up your oki from the combos which usually don’t allow crossup strikes.

Safejumps midscreen from any HK SA bnb no quickstand:

  • after j.LK crossup: wait a frame then do an immediate jump LK Strike to hit him crossup. Aim for the lower side.
  • after jump HK Strike crossup: immediate jump back MK Strike. Crosses up. Mix up the timing so it hit’s front too if you think he will block it.
  • after jump MK Strike safestrike: take a tiny step back > jump HK Strike. Hits crossup.

Corner setups after any HK SA bnb:

  • j.LK hits crossup, dives hit front. Don’t use anything that causes you end up in the corner unless you know that he is not quickrising to setup crossup strikes. Apply basic okizeme if he quickrises. 1 Mistake and hes most likely stunned or in a situation where the next hit will stun him.
  • you should also consider to stay at a range where you can catch teleports if he tries to get out of the corner. If he doesn’t teleport you can start pressure all over again.

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:

  • crossup Strike: walk to his head > whiff far.LK > if DWU then whiff a far.LP > early HK Strike
  • j.HP crossup, j.LK unblockable: plink forward ~ s.MK then go for the j.LK unblockable or the j.HP crossup. The j.HP can be ducked though, j.MP can’t be ducked and hits crossup. If he uses DWU you can confirm it with a s.LP after s.MK

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:

  • generally there is no true way of safe divekicking Balrog and it really depends on the combo. After cl.HP, far.HP xx HK Arrow Do a jump HK Strike a bit later like you would against Ryu which. It hits for whatever reason still really low if he blocks it and makes his reversal attempts whiff.
  • after cr.LK, cr.LP, far.HP xx HK Arrow or any confirm that leaves you a bit further away (cr.MP, cr.MK xx HK Arrow and others) you can go for mid height MK Strikes and mix them up with j.LK’s or basic oki since you can even throw his normal headbutts, EX Dashes or any dashes. Only backdash and EX Headbutt will beat the throw.
  • Meaty Spinning Backfist is a legit tool if he has neither Ultra or Super since he can’t backdash or jump out of it and it beat’s normal Headbutts (theres always 1 startup frame that isn’t invincible)
  • HP Hooligan is also good since it screws up his charge and is safe to anything he tries. You should only use this to bait or to set up a crossup Strike if he never quickrises.

Safejumps midscreen from any HK SA bnb no quickstand:

  • after jump HK Strike (side switch): immediate jump then do a MK Strike from around the 9th or 10th jump frame to cross him up. It’s not that hard.
  • after HP Hooligan corpsehop: wait a few frames (~3) then do a jump MK Strike. Crosses up and is safe.
  • after crossup j.LK: 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)

Corner setups after any HK SA bnb:

  • basic okizeme. Divekicks will whiff on him in the corner and j.LK is not worth it. Shimmy him and abuse the corner positioning. If you don’t know how then read Maj’s Footsie Handbook chapter 1-3 again.
  • if he never quickrises you can double neutraljump HP to safejump him. The first isn’t safe but the 2nd is.

OS notes:

  • You can’t really OS him. It’s all a reactive / read based thing. If you read a backdash do an EX Arrow, if he is afraid of backdashing start pressuring him etc.
  • EX Dashpunches can’t be optionselected but it’s easy to confirm Ultra if he absorbs your dives on wakeup after Spiral Arrows.

Backthrow:

  • crossup j.HP: hold forward and once Cammy starts moving whiff 2 s.LP’s then j.HP to hit him crossup. If you see the technical for DWU whiff a third s.LP (tricky to do)
  • crossup Strike: walk to his head > whiff far.LK > if DWU then whiff a far.LP > early HK Strike. It works on Rog (to my suprise). Learn this setup in USF4!

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:

  • jump HK Strike: 2 frames above minimal height to crossup Blanka. All reversals whiff. Works only after far.HP combos where Cammy ends up close to Blanka.

Safejumps midscreen from any HK SA bnb no quickstand:

  • after jump HK Strike: add a little manual timing then go for a MK Strike that is aimed for his back. The delay is really important. The divekick will always look like it hits crossup but depending on your delay it will either crossup or hit frontal.

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:

  • crossup Strike: whiff cr.MP > if he used DWU whiff a far.LP > jump late HK Strike
  • safejump: immediately whiff cr.MK > j.HP. If he used DWU replace that j.HP with a late HK Strike. It will crossup. EX Upballs whill whiff. I don’t know why this works but I tried all reversals he had, and I couldn’t get it to autocorrect.

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:

  • (neutral)jump EX Strike: just a few frames after she got to the peak of her jump. It beats any delayed EX SBK attempts but if she doesn’t quickrise you just wasted 1 EX bubble.
    The trick here is to react to her quickrise. If you see her rising do a Cannon Strike. If she blocks it you’re obviously at frame advantage and you can continue to pressure her (cr.LK strings to prevent her from backdashing or something else).
  • If she is out of meter: You still can’t crossup dive her consistently because of the wonky hitbox. You can use HK Strikes to hit front and j.LK’s to crossup. If she is out of meter she doesn’t really has anything in order to beat it except maybe focus backdashes to get out of pressure.
  • after j.LK crossup (switch sides): you can crossup divekick her with a jump MK Strike. Wait ~3 frames then do it as early as possible (10th jump frame). Again, loses to EX SBK.

Safejumps midscreen from any HK/MK SA bnb no quickstand:

  • If no quickrise after nj: Do a j.HP, it’s a 5 frame safejump and OS Ultra 1 or Spiral Arrow to catch her backdashes.
  • after j.LK crossup (switch sides): you can crossup divekick her with a jump MK Strike. Wait ~3 frames then do it as early as possible (10th jump frame). Again, loses to EX SBK.
  • After frontal HK Strike no quickstand: Basic oki or delayed neutraljump EX Strikes to stuff the EX SBK.

Corner setups after any HK SA bnb:
Quickstand:

  • Neutraljump: and if you see her quickrising do an EX Cannon Strike (on reaction) to beat EX SBK attempts.
  • If she is out of meter: because she spent it the last hundred times she got knocked down, you can do the simple jump MK Strike / j.LK 50/50.
    No Quickstand:
  • If she didn’t quickrise after neutraljump: do a nj.HP. It’s a 5 frame safejump and she can’t do anything to escape.
  • If she is out of meter after j.LK / divekick 50/50 you switched sides (used the 2nd setup for quickstand above) and since she didn’t quickrise you just have to wait around 3 frames and do a jump LK Strike to hit her crossup or not.
    Again this only works if she is OUT OF METER. EX SBK BEATS IT.

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:

  • crossup j.HP: link two s.LP’s (don’t chain them on whiff)then do a j.HP for a crossup if you whiffed the s.LP’s too fast the j.HP will whiff and you will land on the other side anyway. It’s safe to any EX SBK attempts except if you do it too late.
  • safejump: whiff cr.MP, j.LK is a 5 frame safejump.
  • safejump: whiff a cr.MK as soon as possible. After that you have a few options. j.MP can hit crossup if you timed the cr.MK as early as possible and it is safe against EX SBK. If you mistimed the cr.MK the j.MP will still be safe against EX SBK. However, if she decides to use EX SBK you will ALWAYS end up on the other side going completely through her. You have to block down forward because of this.
    If she uses DWU you can just react with a s.LP right after cr.MK. It will pop up during Cammys cr.MK sequence.

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:

  • j.LK crossup: is not safe vs EX Criminal Upper and Ultra 2. Anything else whiffs or gets blocked. Only use it to mix it up from time to time.
  • jump HK Strike: early but aiming for the other side is in all cases safe. Everything whiffs. It even does crossup at some point if you used the proper combos (in this case: far.HP combos). If you’re not on point blank and if he does a delayed quickrise it will hint front.
  • jump HK Strike as early as possible: Hit’s crossup but only if you end up really close to Cody which means after cl.HP far.HP. Loses to U2 and stuffs his spray.

Safejumps midscreen from any HK SA bnb no quickstand:

  • after j.LK no quickstand: wait few frames (3-5) then do an early jump MK Strike to cross him up. Really easy
  • after jump HK Strike no quickstand: wait 2-3 frames then do an early jump MK Strike aiming for the other side.

Safejumps midscreen from any MK SA punisher quickstand

  • immediate j.HP is a safejump: The only thing it loses to is Ultra 2. However if you do an emptyjump and he does Ultra it will only juggle which leaves him open for a damaging punish.

Safejumps midscreen from any MK SA punisher no quickstand

  • after immediate j.HP: do an immediate nj.HP. It’s safe to anything he does including U2.
  • after immediate j.HP: walk back for 3 frames then do an early jump MK Strike to cross him up. Completely safe.

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:

  • j.HP crossup: whiff far.MK > j.HP j.HP hits crossup. If he uses DWU you have 2 options. First one is jumping anyway after far.MK and then doing a late HK or MK Strike. The other is to react to the “technical” that pops up during Cammys s.MK animation with a far.LP. After far.LP you can do the j.HP and it will still crossup.
  • crossup Strike: walk to his head > whiff far.LK > if DWU then whiff a far.LP > early HK Strike.

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:

  • jump HK Strike: wait until Viper touches the ground. Once she touches it you do a jump HK strike around your 10th jump frame. That one isn’t going to whiff even if she delays her quickrise a few frames. You can combo cl.HP afterwards but it’s tight.
  • LP Spinning back fist:beats everything she has (except Ultra 1) and is forced to block. Only HP TK trades but in cammys favor.
  • HP Hooligan: is safe to any reversal she has. Use it as a bait for it.

Safejumps midscreen from any HK SA bnb no quickstand:

  • j.LK normal crossup no quickstand: wait 2-3 frames then do a jump MK strike from around mid height to hit viper crossup or not (50/50 mixup)or do a nj.HP.
  • jump HK strike from peak: do another earlyish jump HK Strike from the same height maybe a frame later.
  • HP hooligan to bait reversals no quickrise: wait a few frames then j.LK. It’s a safejump.

Corner setups after any HK SA bnb:

  • you can bait her stuff in the corner with Strikes but I would rather stick to corner pressure. j.LK hits crossup, Strikes are fake crossup and reversals whiff. If you know she will EX burnkick your Strike attempt then just do it.

OS notes:
Optionselect Spiral arrow after Divekicks and generally DP’s after frame safejumps.

Backthrow:

  • crossup Strike: walk to his head > whiff far.LK > if DWU then whiff a far.LP > early HK Strike
  • unblockable: walk forward ~ s.MK > j.LK for an unblockable / safejump
  • safejump: whiff cr.MP > j.LK is a safejump
  • safejump: walk back, whiff s.LP > j.HK safejump (OS DP to beat anything she has)

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:

  • You can do a jump early HK Strike. It beats reversal upkicks but he can autocorrect it. Only use it to bait once in a while
    After any HK SA bnb where you end up further away:
  • Dash once, wait 2 or 3 frames and meaty him with cr.LK, cr.LP or cr.MP. If the cr.MP is delayed it beats the EX machine gun and makes EX Upkicks whiff. Same for cr.LK. Mix it up with EX Dives but don’t try to oki divekick him even if he is out of meter.

Safejumps midscreen from any HK/MK SA bnb no quickstand:
If no quickrise after dash meaty cr.LK/LP:

  • Walk back and wait a bit (~4 frames) then do a jump MK Strike aiming for the other side to hit him crossup or a LK strike to hit front but still aim for the other side.
    In both cases his reversalattempts will whiff

Corner setups after any HK SA bnb:
Quickstand:

  • whiff sweep > cr.LP safe to any reversals
  • jump MK Strike from the same height you would do the HK Dive midscreen (17th frame no prejump frames included)
    No Quickstand:
  • if no quickrise after sweep > cr.LP you can followup with a delayed (7 frames) j.LK to hit him crossup (safe) or a jump MK Strike from the 17th frame to hit front (safe). Or you just neutraljump right after. It’s a fake safejump but better than nothing.
  • after jump MK Strike switch sides wait a few frames then do another jump MK Strike to cross him up again. Use the universal timing

OS notes:
Optionselect your safejumps and strings with Ultra or HK Arrow to catch his LK air sobat things.

Backthrow:

  • crossup j.HP: take a step forward (3-4 frames) whiff s.LP x2 then do a j.HP to hit him crossup. This isn’t safe because he can crouchblock and tripguard you.
  • crossup Strike: walk to his head > whiff far.LK > if DWU then whiff a far.LP > early HK Strike

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:

  • jump early HK Strike: (~12th frame) looks like it would cross up but it doesn’t. Ends up on the other side
  • jump early MK Strike: (10th frame) hits in front, lands in front, is also safe
  • Spinning Back Fist: beats all his options on wakeup except EX DP and Ultra/Super

Safejumps midscreen from any HK SA bnb no quickstand:

  • after early HK Strike: do a jump HK Strike and aim for the other side. Hits crossup and is safe
  • after jump early MK Strike: walk a tiny step back and do a jump LK Strike similiar to Sagat. Hits crossup or not and is extremely ambiguous.

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:

  • crossup Strike: walk to his head > whiff far.LK > if DWU then whiff a far.LP > early HK Strike
  • crossup j.HP: walk forward for 3-4 frames, whiff 2 jabs, j.MP. It is actually easy to get as long he doesn’t use DWU. You can adjust to it though with a third jab. j.MP can’t be crouched. OS HK Arrow against backdashes.

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:

  • jump HK Strike: just 1-2 frames higher than minimal height. Hit’s crossup if the combo ended in either far.HP. In USF4 you usually want to use combos that don’t leave you too close if you want HK Strike okizeme.
    They can crossup after far.HP xx HK Arrow combos BUT! if he delays his quickrise a bit they usually whiff and you’re open for a punish. This isn’t the case after a combo that leaves you further away though like cr.LP cl.HP cr.MK xx HK Arrow. The HK Strike won’t crossup but at least it will be safe and switch sides if he doesn’t quickrise.

Safejumps midscreen from any HK SA bnb no quickstand:

  • jump MK Strike: for a 50/50 mixup. Can hit on both sides depending on how you time it

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:

  • corner unblockable off a sweep: whiff s.LP, j.LK is unblockable in the corner
  • corner unblockable off a crumple: Focus Crumple nj airthrow whiff sweep > j.LK is unblockable

OS notes:
n/a yet

Backthrow:

  • unblockable: wait ~2 frames, far.MK j.LK unblockable. If he uses DWU you can use a REALLY late MK Strike to cross him up.
  • crossup Strike: walk to his head > whiff far.LK > if DWU then whiff a far.LP > early HK Strike

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:

  • after far.HP: there are 2 kind of HK Strikes you can do after far.HP xx HK Arrow combos.
  • immediately jump and do a HK Strike from the 10th-11th frame. Hits front.
  • wait until the touches the ground, do an early jump HK Strike. Hits crossup. It’s an actual 50/50. If he doesn’t quickrise you get another 50/50 due to always switching sides.
  • j.LK: is not safe to reversals but can be used to mix it up.

Safejumps midscreen from any HK SA bnb no quickstand:

  • wait a split second then jump MK Strike: You have to try to aim for his back.
  • nj.HP: after j.LK crossup is a 5 frame safejump

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:

  • unblockable EX Divekick: whiff s.MK immediately, jump EX Divekick from peak of her jump. It’s unblockable but he can easily forward dash out of it so I wouldn’t recommend using it. But knowing that it exist isn’t that bad haha.
  • crossup Strike: walk to his head > whiff far.LK > if DWU then whiff a far.LP > early HK Strike. If he EX Chickenwings it you can just Ultra his ass.

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:

  • jump HK Strike: after cl.HP, far.HP xx HK Arrow and cr.HP, far.MP xx HK Arrow you can do the jump HK Strike. Aim for the other side, don’t do it too late or too early. It’s easier after cl.HP, far.HP xx HK Arrow. It can crossup but it happens really randomly.
  • jump LK/MK Strike: Couldn’t find any use for this one besides backthrow setups
  • crossup j.LK: not safe vs autocorrect flashkicks. Only use it to mix it up from time to time as always.

Safejumps midscreen from any HK SA bnb no quickstand:

  • after anything that causes Cammy to switch sides: jump back MK Strike. Either crossup or front. Universal timing, maybe a bit easier / not as strict as usual. HK Strike might be better than MK Strike. I think it’s personal preference here because the timing is different.

Corner setups after any HK SA bnb:

  • 50/50 j.LK jump MK Strike: If you switch sides use midscreen timing for the followup crossup divekick.

Corner setups:

  • j.MP Crossup: backthrow into corner > whiff cr.HP > j.MP hits crossup.
    Mix it up with EX Strikes to get a 50/50 mixup.

OS notes:

  • HK Arrow and sweep to catch backdashes or reversals after safejumps.

Backthrow:

  • crossup Strike: walk to his head > whiff far.LK > if DWU then whiff a far.LP > early HK Strike
  • j.MP crossup safejump: the frame cammy starts walking towards Guile whiffchain 2 s.LP’s then do a j.MP. Can’t be crouched.
  • unblockable: focus dash forward jump LK Strike
  • unblockable: walk a few frames forward, whiff a far.LP then go for a MK Strike as if you would like to hit it crossup.

Forwardthrow

  • safejump: hold up forward to get an easy safejump on guile. OS HK Arrow in case he uses a reversal.

Noteable unsafe normals/specials:

  • sweep: mash Ultra 1 during his sweep since it’s not a true blockstring or focus forward dash the 2nd hit into cr.LP, cr.HP, far.HP xx HK Arrow.
    Extra random notes:
    Prevent him from becoming a family man.

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:

  • jump HK Strike: Do it from the same height as you would do it vs Fei Long or Viper. It’s a bit higher than usual. If you used cl.HP, far.HP xx HK Arrow it is safe and can hit crossup. If you do it too early he can crouch under it which I guess you don’t want to happen(autocorrect EX Tatsu). If you used any other confirm than mentioned above you can always use this Strike. His EX Tatsus will always whiff.
  • jump MK, LK Strike, j.LK: not safe unless he is completely out of meter. The height for these Strikes should be lower but not too low and j.LK is safe to an extent. Don’t use it when he has EX though.

Safejumps midscreen from any HK SA bnb no quickstand:

  • jump back MK Strike: immediately jump back and do the MK Strike quite early. You want to jump immediate because you killed the ~2 extra frames already during the first HK Strike.

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:

  • corner crossup j.HP: whiff an immediate cr.HP then do a j.HP. Hits crossup but it whiffs if he blocks it crossup.

Backthrow:

  • crossup Strike: walk to his head > whiff far.LK > if DWU then whiff a far.LP > early HK Strike

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:

  • jump HK Strike: should be done a bit higher than min height (3-4 frames). It will ocassionally crossup vs Hakan if cl.HP, far.HP xx HK Arrow or cr.LK, cr.LP, far.HP xx HK Arrow is used.
  • jump MK Strike: do it 2 frames higher than min height in USF4. It’s almost completely safe. It only uses to U2. Slide is blocked, and the rest gets either stuffed or whiffs.
  • crossup j.LK / safejump j.HP: viable tool except if he has U2 stocked.

Safejumps midscreen from any HK SA bnb no quickstand:

  • delayed meaty EX TKCS Same Strike as against Cody, Makoto and Zangief. Same rules as above apply.

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:

  • walk towards Hakan and whiff a far.MK. You actually have to take a bigger step than against Sagat. j.MP and j.HP are both fake crossups.

OS notes:

  • none

Backthrow:

  • unblockable: far.MK ~ fwd > j.MP is unblockable but can be crouched. Same timing as against Rufus.
  • crossup Strike: walk to his head > whiff far.LK > if DWU then whiff a far.LP > early HK Strike

Noteable unsafe normals/specials:

  • cr.HK can be punished with Ultra 1 on block.
  • Hakans tackle (fwd.MP) is actually -5 on block.
  • All slides are -17 on point blank. He can be + though if he does them meaty.

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:

  • jump HK Strike: just 1-2 frames higher than minimal height. Hit’s crossup if the combo ended in far.HP. React with Ultra or Super to catch EX Headbutts. Reaction HK Arrow or Ultra beats all Sumo smashes and Headbutts
  • after any other combo ending in HK Arrow you can do a jump HK Strike: a bit later than usual aiming for the other side. The reason for you to doing it later is that you’re not too close enough and you want to land on the other side because it will make his reversal attempts whiff. If you see him doing the EX Headbutt or EX Sumosmashes react with Ultra. Don’t do it too high though. Aim for the other side and get over there as quickly as possible.
  • j.LK crossup: not safe but if you delay it for 1-2 frames you can stuff the usual reversal headbutt

Safejumps midscreen from any HK SA bnb no quickstand:

  • after HK Strike (switch sides): do an immediate jump MK strike for a 50/50 mixup. Can hit on both sides depending on how you time it
  • after j.LK crossup (switch sides or not): you can do a nj.MK as a safejump to keep the pressure going or use the dive mentioned above ^

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:

  • crossup Strike: walk to his head > whiff far.LK > if DWU then whiff a far.LP > early HK Strike
  • j.HK crossup: immediate far.MK whiff, j.HK for crossup. If he DWU’s you have 2 options.
  • react to the technical with another s.LP then use the j.HK / j.LK
  • react to the technical with a late MK Strike during your jump instead with a s.LP prior to your jump. You want to be two thirds into your jump when you do the Strike. 3-4 frames after you reached the peak of it.
  • Safejump: s.LP 2x Whiff, j.HP for a frame safejump. It’s easy to time because Hondas fastest reversal is EX Headbutt which is 8 frames.

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:

  • jump HK Strike: just 3-4 frames higher than minimal height. Hit’s crossup if the combo ended in far.HP or far.MP. If done correctly Cammy will end up in front if there is no quickrise.
  • jump HK strike: (mid height) is safe vs any reversal and stuffs the dashes. Not crossup no matter which combo ender you used and you usually end up on the other side with a few other divekick mixups
  • j.LK: beats any reversal attempt Ibuki has since she can’t autocorrect for whatever reason. However it CAN whiff when you’re able to land a crossup divekick from that knockdown.

Safejumps midscreen from any HK SA bnb no quickstand:

  • jump HK crossup Strike: You can safejump her with nj.HP OS far.HK (to beat backdashes)
  • after j.LK crossup or HK strike (mid height): wait a frame then do jump MK strike around the apex of your jump to crossup Ibuki again or not depending on how you time it.
  • after j.LK crossup: do a nj.HP to safejump Ibuki

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:

  • unblockable: immediate cr.MK > j.LK is unblockable
  • crossup Strike: hold towards your opponent until cammy starts moving > s.LP > late MK strike is crossup

Noteable unsafe normals:
Sweep: -9, can be punished with Super.

Extra random notes:

  • After you blocked an EX Kazegiri just focus forward dash underneath it to avoid the whole kunai gimmick and punish her accordingly afterwards or charge a focus on reaction and release it upon her landing.
  • If you mistime your divekicks Ibuki will be able to command dash out for whatever reason.
  • s.MK xx LK tsumuji is a blockstring but -4 on block while s.MK xx MK tsumuji is not a blockstring but 0 on block. Same applies for HK Tsumuji but with less pushback so be aware of s.MK xx HK tsumuji 2 hits karathrows

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:

  • j.LK: beats any of Juris reversal attempts. EX Pinwheel wouldn’t autocorrect, the counter would be her go to option so emptyjump throw her sometimes if she quickrises
  • Spinning Back Fist is: a legit pressure tool vs Juri since it beat’s ALL of Juris wakeup options (except Ultra 2 and Super) and she is forced to block. Backdash, Kasatushi and jump are a free Ultra while EX Pinwheel trades with the Back Fist and allows Cammy to combo into far.MP xx HK Spiral Arrow.
  • jump HK Strike: If you happen to end in your combo with a far.MP do the jump HK Strike just about the 11th frame of your jump. It can even crossup depending on how your opponent is waking up. Either way if he tries to focus out of it you can punish him with OS / Reaction cr.MK xx HK Arrow because Juri always happens to dash into the wrong direction midscreen.
  • HP Hooligan: is a decent corpse hop if he stopped quickrising because it sets up a really nasty mixup (check below) I only resort to this once I have conditioned the Juri player not to quickrise at all with the Spinning Back Fist (freeeeee damage)

Safejumps midscreen from any HK SA bnb no quickstand:

  • after j.LK crossup no quickstand: just wait a splitsecond and do a jump MK Strike around mid height / just before the peak of her jump. It will cross her up but practise it before. It’s a tricky and strict timing.
  • after HP Hooligan no quickstand: and he didn’t quickrise you can now basically do the safejump which is wait a bit and j.LK. The good thing about this Mixup and Juri in general is that her divekick is hard to make it crossup. You could do an EX Dive in the last few frames before you hit Juri to make the crossup setup basically non crossup.

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:

  • Depending on positioning you should either OS cr.MK xx HK Arrow or just HK Arrow. There is nothing much to mention. Her Kasatushi is impossible to OS. If she does the upward crossup EX Counter just hit her out of the air on reaction with cl.HP and dash under for a reset.
  • OS your tech with cr.MP. You might wonder why. She has an instant divekick too which can lead into ultra. There is also cl.HP which beats your general crouchtech / low attacks but cr.MP will only beat it if it’s a tight frametrap (cr.LK immediate cl.HP)

Backthrow:

  • crossup Strike_01: walk until you’re about her head with your front foot, wait a splitsecond then do a jump MK Strike. Hits crossup but has some really weird timing. Either way it’s practical so use it.
  • crossup Strike_02: Focus dash forward as soon as possible jump LK strike (not reliable and hard to get)
  • 3/4 unblockable: hold towards Juri and once Cammy starts walking whiff a s.LP then do a late jump MK Strike. It’s basically a 3/4 unblockable. It can only be blocked crouching crossup. Mix it up with other timed divekicks. This is also your Go To Setup because you can punish focus dash attempts with cl.HP, cr.MK xx HK Arrow
  • corner unblockable: Backthrow into corner whiff far.HP > j.LK is unblockable.

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:

  • jump HK Strike: just 1-2 frames higher than minimal height. Hit’s crossup if the combo ended in either far.HP or far.MP
  • jump MK Strike: is a safejump against all reversals

Safejumps midscreen from any HK SA bnb no quickstand:

  • jump MK Strike: wait a frame then jump MK strike for a 50/50 mixup. Can hit on both sides depending on how you time it

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:

  • corner unblockable off a sweep: whiff s.LP, j.LK is unblockable in the corner
  • corner unblockable off a crumple: Focus Crumple nj airthrow whiff sweep > j.LK is unblockable

OS notes:
n/a yet

Backthrow:

  • unblockable: wait ~2 frames, far.MK j.LK unblockable
  • crossup Strike: s.LP late jump MK strike for crossup

Noteable unsafe normals:

  • Sweep is -9 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 (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:

  • j.LK crossup: can be used to crossup Bison and is safe to everything he has. However early / meaty LK MK HK Strikes are a lot better.
  • jump LK MK HK Strike: The thing about Bison is, you don’t use ambiguous stuff on him. Not under normal circumstances. He has too many ways out of your mixups so instead of putting him into 50/50’s that are easily escapable we will just safejump / strike him and optionselect at least the half of his wakeup options. If you score any combo ending in a HK Arrow you can do an early LK, MK or HK Strike.
    It’s safe to EX Scissors, EX Psychocrusher, U1, U2. He can teleport but you can react with MK or HK Arrow. If he does EX Scissors you can punish on block and if he does EX Crusher you can punish on block with Ultra 1.
    He can escape with EX Commandjump devils reverse though. If he does that be sure that if he tries to catch you, you hit him out of it with cl.HP, cr.HP or (most reliable) HK CannonSpike when he comes down.

Safejumps midscreen from any HK SA bnb no quickstand:

  • after j.LK no quickstand: if you crossed him up and he didn’t quickrise you can use a LK or MK Strike to cross him up. You can also use another nj.HP and optionselect either EX Arrow to catch backdashes, Teleports and EX Psychocrusher or you optionselect backjump Airthrow to catch the PP Commandjump. In case he does the KK commandjump your airthrow will whiff but you recover way before Bison so the moment he lands after the KK Commandjump you can punish his grounded recovery with cr.MK xx MK Arrow.
  • after jump LK MK HK Strike no quickstand: neutraljump and use the optionselects mentioned above.

Safejumps midscreen from any MK SA punisher quickstand

  • immediate j.HP: Is a safejump. In the corner you can use neutraljump instead. When you’re cornered you can OS with DP to catch everything he does except the teleports. He has to teleport into the corner though.
    You should only OS if you don’t have Ultra 1 meter and if you read that he wants to escape quickly or if he escaped already in a similiar fashion and you didn’t OS him yet. If you have U1 he can’t get out of the corner without eating the U1.

Safejumps midscreen from any MK SA punisher no quickstand

  • after immediate forward j.HP: same procedure as described above. neutraljump.HP and optionselect.

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:

  • safejump: immediate far.MK > j.HP. If he uses DWU you got 2 options. Whiff another s.LP then use j.HP with the optionselects mentioned above or you can crossup strike him with MK Strikes.
  • safe meaty: whiff s.LP emptyjump cr.LK is a safe meaty

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:

  • jump early MK Strike: If timed meaty it stuffs ALL of Makotos offensive wakeup options (except backdash of course). EX Commandthrow whiffs, EX Overhead dies, Fukiage gets stuffed etc. You can’t crossup Strike Makoto. However with her defensive being pretty weak we at least get some free pressure. Ultra 1 whiffs unless you use a shitty confirm from a range a bit too much away.

Safejumps midscreen from any HK/MK SA bnb no quickstand:

  • delayed meaty EX TKCS: Same rules as above apply here.

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:

  • crossup j.HP: immediate cr.HP whiff > j.HP is a crossup (loses to EX overhead if no OS or standblock is used)
  • crossup Strike: walk forward (~2-3 frames) whiff s.LP > jump MK Strike to hit her crossup. (OS DP to blowup EX Overhead chop and EX Karakusa)
  • safejump: whiff cr.MP > j.LK safejump against her Fukiage
  • safejump:walk back > j.HK easy to time safejump vs Makoto. Here too don’t forget to OS your stuff otherwise EX Karakuse will break your neck

Noteable unsafe normals and specials:

  • cr.Roundhouse (in her case not sweep): -18, it’s actually never used outside of 1 setup. Focus Crumple > Fukiage > j.HP reset (just before the character lands) cr.HK. It temporarily moves her forward
    into the corner behind you while makoto is still registered being in front of you which makes all DP’s reversals, Ultras even throws, whiff. If the makoto players fucks it up hes usually -18 on block which
    is a free Ultra for you so keep that in mind.
  • cr.HP (Sweep) + s.HP: -9 on block. If makoto ever happens to dashup sweep you and you block it it’s a free cr.MK xx HK Arrow.
  • Hayate LP MP HP EX: -8, -7, -6, -4 all versions of it can be punished with s.LP, cr.MK xx HK Arrow

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:

  • jump HK Strike: This is the one you want to use vs Oni simply because it evades all his reversal attempts (yes even KKK version of U1). Depending on spacing, combo and position on screen it can actually crossup (after cl.HP far.HP or cr.LP cr.LP far.HP hitconfirm).
  • jump LK crossup: Can be used but as always it can get beaten by an autocorrect reversal DP. Use it rarely to mix it up.

Safejumps midscreen from any HK SA bnb no quickstand:

  • after jump LK crossup or jump HK Strike (switchsides): do a jump back MK Strike to cross him up like against all shotos. Universal timing

Corner setups after any HK SA bnb:

  • standard 50/50 j.LK jump MK Strike mixup. If he doesn’t quickrise after a side switch do the basic MK Strike 50/50. Timing as always universal

Corner setups:

  • none

OS notes:

  • If you want to pressure him on wakeup use OS Sweep to prevent him from backdashing.

Backthrow:

  • walk a step forward (until her legs crosses) then whiff a far.LK and do a jump HK Strike
    The strike should be done early. It’s also easy to achieve and for whatever reason far more consistent than the s.LP version.
  • spear/Sako tech: Whiff cr.LK > jump EX Strike
    The EX Strike has to be done before you reach the peak of your jump.

Noteable unsafe normals/specials:

  • forward HP: -9 on block can be punished with Super. You can also FADC through it if you see it coming.
  • LK Slash: -2. Don’t fall for any bs shenanigan and jab him out of anything he does. If he tries to go for the Headstomp he will get an airreset. the cr.LP / s.LP will also beat his throw attempts.
  • Any other Slash: -4 at best (MK slash) -8 (HK) and -10 (EX)

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:

  • spinning back fist: is safe to everything she has so shes forced to block.
  • j.LK: isn’t safe and can get beaten by delayed Soulthrows but unless the Rose player proves you that hes aware of it use it.
  • minium height HK Strike: only after cl.HP xx HK Arrow. Crosses up and is completely safe

Safejumps midscreen from any HK SA bnb no quickstand:

  • after j.LK or HK Strike no quickstand: do a mid height MK divekick to crossup or not
  • after j.LK crossup no quickstand: do a nj.HP to safejump Rose. (OS Ultra 1)
  • meaty EX TKCS: didn’t test it yet but I do believe it stuffs all her escape options. Depending on delay it might even blow up her backdash.

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:

  • crossup Strike: take a step, whiff s.LP jump HK Strike for a crossup divekick
  • safejump: forward ~ s.MK j.LK is a safejump, hits crossup, all reversals whiff (OS Ultra or HK Arrow)

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:

  • immediate jump lk: safe from all reversals. EX messiah blocked.
  • jump mk strike (a hair higher than minimum height, f11? f12?): OS spike. beats backdash. reversals whiff, OS spike punishes both EX SS and EX messiah (ex messiah = spike hits air CH = too much damage).
  • jump hk strike (switch position) OS HP SBF. wakeup reversals whiff. HP SBF will punish both EX SS and EX messiah.

Safejumps midscreen from any HK SA bnb no quickstand:

  • immidate jump lk: (jump back lk again).
  • after jump lk no quickstand: jump back hk strike (mid height) 50/50 crossup. OS SBF.
  • after hk strike (switch position) no quick stand: jump back hk strike (mid height) 50/50 crossup. OS SBF.

corner setups after any HK SA bnb:

  • quickstand: jump mk strike fake crossup (a hair higher than minimum height). OS spike. reversals whiff, OS spike punishes both EX SS and EX messiah (ex messiah = spike hits air CH). cannot FADC out. if they wakeup FA. it whiffs = you can OS it like any dash forward. they need to HOLD focus for a while till your OS is out then punish you. (side note: i compiled a list vs all characters. to strike in the corner that will either force whiff wakeup FA. OR the FADC will be forced to go in the wrong direction. they FADC back INTO the corner = cammy can punish. Rufus is one of the characters that cammy can make his corner wakeup FA completely whiff. this is to stop/punish people from getting out of the corner if they use FA dash forward on wakeup.)
  • quickstand: Neutral jump hp. safe vs everything.
  • quickstand: high mk strike (not too high :confused: ). OS hp sbf beats EX messiah.
  • no quickstand: delayed jump back hk strike 50/50 crossup. or immediate jlk. both are safe.

OS notes:

  • for oki os after hk sa its already covered above.
  • meaty crlp is safe vs Rufus. you block EX messiah and everything else whiffs. OS sweep to beat backdash. crlp, crlp OS sweep, st hp xx hk sa. or crlk, crlk OS sweep, st lp, crmk xx hk sa.

Backthrow:

  • f~stmk, jhp = unblockable: can be crouched. loses to EX SS (worthless 1hit of EX SS 15dmg?) OS hp SBF beats wakeup EX Messiah. not recommended to OS here.
  • crossup Strike: walk whiff stlk, jump hk strike. crossup.

noteable unsafe normals:

  • crhp: ultra punishable on block. from 1 to 1.5 training floor squares. from far you can focus dash forward Ultra. focus dash forward crmk xx HK SA. can be whiffed punished by far hk (hard)
  • close hp: always always spike after blocking clhp. it doesn’t matter if they cancel it into GT or not. always spike it on block. its -7 on block = spike punishable. clhp xx GT is not a true blockstring. spike will always interrupt it. if you ever block clhp. SPIKE! train yourself to look out for it. this happens very often vs Rufus. i guess it’s hard for Rufus players to confirm their bnbs from dive, stlk, clhp xx GT.

unjumpable blockstring:

  • crlk, crlk, crlp, crmk
  • crlk, crlk, crlp, far hp

CR Rufus, CH combos:

  • CH crhp ultra
  • CH clhp, crmp, crmk xx HK SA.
  • blocked crlp, CH clmp, crhp ultra.

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:

  • crlp, jump back EX strike.
  • crlk, crlp, EX TKCS (end with ub direction or up direction, delay 3k press)
  • any CH setup. crlp, crhp. crlp, cr/clmp/hp…etc

Extra random notes:

  • Ex messiah goes over cr cammy. let them respect your block strings. abuse low strings. punish with MK arrow/ or spike. try to find the max punish when EX M goes over you.
  • try to not whiff or minimize whiffing any slow recovery normal vs dive kick characters in general. dive > slow recovery. dive > low pokes.
  • make spike your first AA reaction to jumps generally avoid using AA normals. delayed dives > AA normals. for a cammy player i guess you already know this.
  • blocked EX messiah + ender:
  1. if blocked and not point blank. ex sbf goes thru all messiah enders.
  2. delayed none reversal spike beats everything. even delayed lk ender.
  3. no delay lk edner block/punish with your best meterless st combo. I use clhp, far hp xx hk sa. if they have 3bars. lookout for FADC back for the U1 punish.
  • crhp+tech beats low dive/throw mixup. this will lose to frametraps. mix your defense with crhp+tech. tech+FADC back. spike. block. Jump back air throw… NEVER i repeat… NEVER stand throw when pressured.
  • random come back factor. the more you hit Rufus the riskier it becomes. too many easy ways to land ultra.

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:

  • jump HK Strike: just 1-2 frames higher than minimal height. Hit’s crossup if the combo ended in either far.HP or far.MP
  • jump MK Strike: is a safejump against all reversals

Safejumps midscreen from any HK SA bnb no quickstand:

  • jump MK Strike: wait a frame then jump MK strike for a 50/50 mixup. Can hit on both sides depending on how you time it

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:

  • corner unblockable off a sweep: whiff s.LP, j.LK is unblockable in the corner
  • corner unblockable off a crumple: Focus Crumple nj airthrow whiff sweep > j.LK is unblockable

OS notes:
n/a yet

Backthrow:

  • unblockable: wait ~2 frames, far.MK j.LK unblockable
  • crossup Strike: s.LP late jump MK strike for crossup

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):

  • 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 Ryu/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, Ryu players will mostly be throwing fireballs and playing footsies with cr.MK/cr.HK/f.HP 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). It’s also important that you start using low to the ground EX CS in this range because you can catch Ryu players whiffing cr.MK/cr.HK and punish for huge damage (cl.HP, cr.MP, cr.MK xx or cl.MP, cr.MP, cr.MK xx). 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 Ryu player cancels their cr.mk into hadoken and hold focus if they do raw cr.mk/cr.hk/fireballs during footsies).
  • Close range, if a Ryu 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. You can also bait the cr.mp crouch tech with jump back EX CS and punish for max damage (cl.HP cr.MP cr.MK xx). If a Ryu 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.
  • Punish whiffed tatsus with s.HK/cr.HP/cr.LP dashunder etc.
  • Punish blocked sweeps (even at max range) with reversal HK SA/U1. If the sweep is blocked in close proximity to Ryu, then you can punish with cr.mk HK SA because cr.HK from Ryu is -14 on block at point blank

Sagat

Spoiler

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:

  • jump early MK Strike: Won’t hit crossup but is safe and gives enough frame advantage for a blockstring

Safejumps midscreen from any HK SA bnb no quickstand:

  • after the jump early MK Strike: take a step back then do a jump LK Strike and try to aim for the back (~13th jump frame) Hits crossup or not. Tricky to get but really useful if mastered since it work’s from mostly all knockdowns you can get. Either hitconfirms or even not optimized combos

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:

  • corner 50/50 mixup: immediately whiff far.MP. From this point j.HP will be a crossup and j.MP will be a fake crossup.

Backthrow:

  • crossup Strike: hold forward during the throw animation and as soon as Cammy starts walking towards sagat press s.LP then a jump late MK Strike to cross him up. Easy to get and safe.
  • crossup j.HP: move 1 step towards sagat and wait ~15 frames then j.HP crosses up but is not reliable at all
  • crossup EX Strike: whiff far.LK > EX Strike from peak. You can mix it up with a j.HP that hits front into a backjump HP (fuzzyguard)

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

Spoiler

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:

  • jump HK Strike: This one can be used after ANY of the combos mentioned above. For cl.HP, far.HP xx HK Arrow you have to do it really early while for all other combos you have to do the strike a bit higher than min height to land it crossup. It is also safe against reversal U2 (KKK and PPP), EX DP whiffs and you’re always in a position to punish. You can basically use j.LK too but why give up the proper vortex.
  • j.LK: Also safe and crossup.
  • jump immediate LK Strike Safestrike

Safejumps midscreen from any HK SA bnb no quickstand:

  • after jump HK Strike (switch sides): Jump back MK Strike. Universal timing and extremely easy to get
  • after j.LK crossup: nj.HP as a safejump or jump back MK Strike to cross her up.
  • after LK Strike: immediate nj.HP as a safejump.

Corner setups after any HK SA bnb:

  • whiff sweep > cr.LP meaty
    –> safe to any reversal she has. even raw U2.
  • if no quickstand:
    –> wait ~2-3 frames (the timing is easy and the room for error is generous but don’t wait ages) then nj.HP is a safejump.
    The reason why this is a lot better imo than basic corner divekicks is because it shuts down her reversal game and she can’t U2 you anymore. Any divekick attempt in the corner can get punished with the upwards U2 version.

Corner setups:

  • none (yet)

OS notes:

  • OS Sweep your meatys in case she backdashes. You could OS the EX DP but it’s so slow you can dashup and punish it.

Backthrow:

  • crossup EX CS: Focus Dash Forward > neutraljump > just about when you reach the peak of it do an EX Strike. Hits her crossup and you can followup with Ultra.
  • crossup Strike: Hold towards Sakura > once cammy moves whiff an s.LP > jump MK Strike. Hits crossup or not depending on timing. Use the universal one.

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

Spoiler

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:

  • jump early HK Strike: works after all combos which ended in far.MP and far.HP. The timing is stricter after cl.HP, far.HP xx HK Arrow and you have to do it really early while its alot easier after far.MP xx HK Arrow.
  • jump early MK Strike: (~13th frame)walk a tiny step back then jump LK Strike. Really strict timing but then again really ambiguous

Safejumps midscreen from any HK SA bnb no quickstand:

  • after early HK Strike: do a late jump MK Strike. Basically you want to be already on the other side. Not too late but definately not too early too. Around the peak of your jump maybe 2 frames later.
  • after jump early MK Strike: walk a tiny step back and do a jump LK Strike similiar to Sagat. Hits crossup or not and is extremely ambiguous.

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:

  • crossup Strike: Dash forward > jump late LK Strike crosses up or not depending on timing. Practical and easiest way to land a crossup Strike after 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

Spoiler

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:

  • jump HK Strike: The jump HK Strike should only be used if Cammy ends up somewhat close to Thawk. The further she lands away after a HK Drill the later she has to do the HK Strike which causes it to get really unsafe from a further distance. If combos like cr.HP, far.MP xx HK Arrow are used it’s in your best interest not to apply normal divekick okizeme at all. However if you stick to combos like cr.HP, far.HP xx HK Arrow (standing and crouching) and cl.HP, far.HP xx HK Arrow (standing, TKCS crouching, go to punish if divekicks want to be used) you can safely use your divekicks. You can do the divekick immediately after the cl.HP combo however if he has U2 stocked (the antiair one) be sure to delay it just a tiny bit so you don’t get caught. When you use the cr.HP combo be sure to always do it a bit more delayed due to the spacing. If you use hitconfirms always stick to this divekick if you really want to use it for whatever reason.
  • jump MK Strike: her go to strike after cl.HP, far.HP xx HK Arrow if he has no U2 stocked. Do it a bit higher than minimal height pretty much like against shotos to avoid getting reversal dp’d. It stuffs Hawks normal DP’s, makes his EX DP and EX Throws whiff. The only downside to it is that it loses to U2. Once he has it stocked stick to delayed HK Strikes.
  • j.LK crossup and LK Strikes: Actually, don’t even bother using these they’re useless in this matchup.

Safejumps midscreen from any HK SA bnb no quickstand:

  • after jump HK Strike (switch sides): immediate jump back MK Strike as early as possible to hit him crossup easy peasy.
  • after jump MK Strike (switch sides): same as above

Corner setups after any HK SA bnb:

  • j.LK, MK Strike corner 50/50 as usual. If he doesn’t do a quickrise after any of these do a jump back MK strike. Easy crossup besides that stick to basic oki. He is free on wakeup.

Corner setups:

  • backthrow into corner: whiffchain immediately 2 cr.LK’s > j.HP hits crossup
  • backthrow into corner: walk a tiny step forward and whiff far.MK > j.MP hits fake crossup

OS notes:

  • You can optionselect HK Spiral Arrow or HP Spinning Back Fist but due to the hitboxes being wonky and sideswitching causing weird inputs it really is the best if you learn how to react to whiffed reversal DP’s with either Ultra or HK Arrows

Backthrow:

  • crossup j.MP: walk a tiny step and whiffchain 2 s.LP’s > j.MP hits crossup and is easy to achieve.
  • crossup Strike: walk a tiny step whiff a single s.LP and do jump MK Strike. Universal timing and easy to get vs Thawk

Noteable unsafe normals/specials:

  • his far.HK also known as DAS BOOTS is -7 on block. It’s a footsie tool though so he wouldn’t use it in your face. However if he does punish with far.MP xx HK Arrow or something similiar depending on the range
  • cr.HK (2 hits) is also -7 on block. Depending on range you can punish with cr.MK or cr.LK xx HK Arrow
  • All versions of the divekick: Punish with Ultra or HK Arrow on block.

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)

Spoiler

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:

  • jump HK Strike: after cl.HP, far.HP xx HK Arrow or cr.LP, cl.HP, far.HP xx HK Arrow just wait for Vega to touch the ground then do an early HK Strike. Hits crossup
  • jump LK / MK Strike: Both somewhat useless due to HK Strike being a crossup and a safe strike
  • jump LK crossup / jump HP safejump: Both lose to reversal U2. jump HP loses to EX Scarlet terror too (lol).

Safejumps midscreen from any HK SA bnb no quickstand:

  • after jump HK Strike crossup: wait like 4 frames then do a jump MK Strike to cross him up
  • after jump LK crossup: nj.HP safejump or jump back MK Strike to cross him up

Corner setups after any HK SA bnb:

  • nj.HP: is a safejump except if he has U2 stocked. You can bait U2 with emptyjumps and extremely delayed EX divekicks. If he doesn’t quickrise you can go for a jump MK Strike/ EX Strike 50/50 or another immediate nj.HP (5 frame safejump safe to U2)

Corner setups:

  • none

OS notes:

  • You can’t really optionselect Vega but you can react to it. If he does a KKK backflip during any of the divekick attempts mentioned above he will always recover next to Cammy and Cammy will recover A LOT faster than Vega leaving him open for a punish. If he decides to use the PPP backflip you can easily react with Ultra 1 or HK Arrow
  • If the opponent backdashes on everything then you can OS Ultra 1. But if he does a backflip and your Ultra comes out it will whiff completely.

Backthrow:

  • crossup Strike: hold towards Vega and once Cammy starts walking whiff a far.LK > jump HK Strike. If he uses DWU you can whiff a s.LP after far.LK however the timing is tight.

Noteable unsafe normals/specials:

  • his far.HK is -7 but that’s it.

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

Spoiler

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:

  • jump early MK Strike: LK and EX upkicks whiff. OS Ultra for EX Teleport.
  • jump early HK Strike: Get’s beaten by Upkicks if delayed and whiffs as reversal. Only works after cl.HP, far.HP xx HK Arrow. Can be used after cr.HP, far.HP xx HK Arrow but wont crossup. Reversals whiff, hits front, is safe.
  • jump HK Strike: Done from midheight (12th - 14th frame) causing the same results as jump MK Strike:
  • j.LK crossup: Not safe but a viable tool sometimes. Sometimes…

Safejumps midscreen from any HK SA bnb no quickstand:

  • after side switch: wait a bit early jump MK Strike to hit crossup. Reversals whiff OS Ultra for teleport

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:

  • crossup Strike: s.LP whiff really late jump MK Strike. Easy to time, hits crossup

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

Spoiler

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:

  • jump HK Strike: alright so divekicking Yun generally is pretty tough. However it can be done midscreen without him being able to autocorrect if cl.HP cr.MK xx HK Arrow or any version of a far.HP combo is used (except cr.HP far.HP).
    The thing is you don’t want to be further away from Yun than the 3 1/3 tiny boxes on the trainingroom. If you do a Strike from further away he will be able to crouch and autocorrect with LK or EX Upkicks. Also this is the only Strike you want to use. You have to do it from the first frame where it would cause a side switch which is I believe the 12th or 13th jumpframe. It’s a tad later than the shoto HK strike after cl.HP far.HP xx HK Arrow. If you don’t want to get yourself killed just don’t use divekicks and stick to basic oki on a knockdown.
    [- j.LK, MK Strikes and everything else is not safe.

Safejumps midscreen from any HK SA bnb no quickstand:

  • If he didn’t quickrise and you switched sides you can use the universal jump back MK Strike. It’s really easy to crossup dive Yun if he doesn’t quickrise.

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:

  • crossup Strike: walk to his head > whiff far.LK > if DWU then whiff a far.LP > early HK Strike

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:

  • really high divekicks are punishable on block (best punish: cr.lp, st.lp, cr.mk xx hk.arrow)
  • when Yun neutral jumps, jump forward and hp/hk instantly (beats any option he has in the air, even if he divekicks)
  • j.mk is a crossup now for Yun
  • vverhead is safe (-1)
  • forward hp (both hands sideways) = -8, but pushes you so far that only st.mk and st.hk can punish (plink st.hk with st.mk)
  • far.hk (long range kick) = -4 -> st.lp, cr.mk xx hk.arrow (usually out of range to punish)
  • can focus dash through shoulder (cr.mp or cr.mk usually leads to shoulder pressure) -> best punish: cr.lp, st.lp, cr.mk xx hk.arrow
  • target combo (mp > hp or mp > hp > forward.hp) = -6/-8 (st.lp, cr.mk xx hk.arrow)
  • cr.mp meaty beats lk.DP
  • medium/heavy.shoulder = -6/-7 -> best punish: st.lp, cr.mk xx hk.arrow

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

Spoiler

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:

  • Backthrow into corner > walk a tiny step whiff far.MK > j.MP / j.HP 50/50 mixup.
    MP stays in front j.HP crosses up. Same mixup like against Sagat.

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:

  • All his Greenhands except EX is unsafe on hit and block
    If you get hit/block by a normal greenhand proceed to punish with cr.LP, cr.HP, far.HP or anything else that does a ton of damage.
  • EX Greenhand on block FADC back is terrible on block
    You can actually punish it with U1. Just buffer the input and observe his meter if he has enough to FADC
  • His sweep is terrible on block too

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


[/details]

USF4 Tech

Spoiler

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,

  • Hakan writeup,
  • Cody wakeup Oki
  • Zangief Wakeup Oki
  • Juri Spinning Back Fist setups, crossup Strikes and corner unblockables
  • Makoto midscreen Strikes
  • Shoto corner unblockable
  • Viper midscreen Strikes and optionselects
  • Guy Cornerstrikes[/details]

DafeetLee

Spoiler

Extra notes on Ken and Ryu

Motm

[details=Spoiler]- Blanka punishes
[/details]

Popi

[details=Spoiler]- shoto crumple corner unblockable

  • Adon Matchup stuff
    [/details]

Vinnie

[details=Spoiler]- Character specifc max damage combos

  • Cammy USF4 changes video
  • Tons of characterspecifc max damage combos[/details]

Emanuel / Charming Rogue

Spoiler

- Rollento CH into Ultra combos

Geronimo

Spoiler

Character Specific Combo Chart

Character Specific Combos can be found in the USF4 Spreadsheet created by @Geronimo

Cammy USF4 Combos

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?