Oh snaps. I didn’t know those counted as projectiles. Thanks for the info!
Ok, so wtf do you guys do when a Necalli is waking up with stLP after, say, HK SA? Even if you hit meaty:
stMP crMP whiffs
crMP stMP whatever whiffs
crMP crLP whiffs
crLP bMP whiffs
All there is left to do is stMP stHP and crLP crLP?
cr.mk perhaps? although you’d have to visually confirm the counter hit if you’re using cr.mp.
I would think st.mp cr.mk or counter hit cr.mp cr.mk shouldn’t whiff.
Well, yeah, then stMP stHP or crMP stHP is pretty much just better than that, but stMP stHP in case of hit and stMP crMP in case of block is really hard. I feel like I shouldn’t have such a problem to deal with such a simple tactic.
When I thing other chars will wake up jab I just meaty crMP stMP crMK xx MK SA/DP and it feels like everything is right with the world. Necallis just BrokeBack their jab on wake up and you have to be extremely on point to not die.
Ryuga
11
Ideally, I wanna say in that situation, hitconfirming st.mp on hit or block seems doable since it gives you a lot of advantage on hit, but that’s something I need to practice myself. For now, go for cr.lp, cr.lp since it’s guaranteed either way. Does cr.lp>cr.mp work (combos on CH, same advantage on block)? I’m assuming cr.mp, cr.mp doesn’t work?
crMP crMP loses to 3f, so its not really a frame trap on a character with 2 3f jabs. But crLP crMP is something to keep in mind, thanks for the reminding me of that option.
Ryuga
13
No prob, and I meant to say cr.lp cr.mp is the same as st.mp, cr.mp tightness-wise, dunno why I mentioned block advantage.
Yeah, cr.mp cr.mp isn’t tight against 3-framers (I still see some Cammys in the scene get away with this against 3-framers, not a good idea against Necalli when he has V-Trigger.)
Cammy can crMP crLP stHP to beat people that think they can blow up crMP crMP with their 3f, but the thing is crMP crLP whiffs if Necalli wake up stand jab, which really, really sucks.
Kunai
15
Why on God’s green earth does he have such properties with his st.lp? It’s also one of the best anti-air moves in the game.
Man, this matchup has me so salty, I feel like I cant play neutral coz I get blown up by his st.hk all day long, my whiff punishes are never in range, I cant punish half of the shit I should be able to punish fml T_T
His stHK is harder to whiff punish then say, Ken or Laura’s stHKs. But its still doable, just gotta stay closer to the max range than the others.
Regarding the wake up stLP thing. I just realised that crMP crMP is actually legit because after HK SA your crMP hits meaty, so you’re +2 on block making the blockstring legit on 3framers, that its probably the go-to frame trap if you don’t have a read on them. Not sure about backrise, though, I didn’t test to see if you can walk forward to make it meaty and close enough for the second crMP to reach that BrokeBack character.
You can’t. Backrise meaty is st.MK hit confirm into st.HP xx MK arrow on CH.
Hmm, are you sure? Have you tested it?
You can’t use stMK on Necalli since he has 3f normals to stuff it on quick rise. And meaty counter hit stMK stHP doesn’t combo on Necalli waking up with stLP.
And yeah, you can walk forward crMP crMP to beat backrise wake up stLP.
I can CH Ken’s b.mp after back rise with st.mk so I don’t think 3f jabs beat it…
I will test again tho.
On another note, st.mk , st.hp doesn’t combo on Ken if he does back rise b.mp 
It
It won’t beat on quickrise. And with a 11f move you can’t react to quick/back rise.
What are you talking about? I can easily confirm whether they quickrised or backrised after dashing in, post HK arrow KD and hit the corresponding button.
Ok man… you do.
But if its easy to confirm, why do the fuck do you and other people use meaty stMK? This option is only used against 4f characters so that you don’t need to react to the different wake ups. If you can react go for meaty crMP/stMP on both wake ups and it will be 100% better in every scenario.
Either way, you can’t use stMK against Necalli since he has 3f to counter hit the stMK on quickrise and his 3f standing jab make it so you can’t combo stHP after a backrise.
So, I assume you mean if they backrise , slight walk and then do CR.mp or just delay CR.mp and what does this combo into (backrise)?
I’m new to Cammy, and I assumed that you use st.mk to catch backrise because nothing else reaches that far. If I can catch them with CR.mp into a better combo then, great! I’ll start practicing this instead .
Sorry for sounding disrespectful. I never meant to do this.
I’ve been studying this mu quite a bit recently. I think Cammy wins in a lot of places, notably neutral and aa control, both important against this deviantart monster.
Cr.hp/st.hp is really good against his sustained pressure from medium blockstrings. If he pushes himself out of into a range where st.hk will hit at tip, there is a 10f to 14f? gap that Cammy’s cr.hp will blow through. It seems niche but look at most Necalli players online, they LOVE to end blockstrings with st.hk because of the awkward range it puts most characters in. Note that there are counters to this, which you can answer back by doing nothing or going in depending on their response. If you take anything from this, take that cr.hp will always make a Necalli think twice.