Cammy Moveset and Attributes

I’ve found a use for Cammy’s horrible close st.HK

If Viper is floating above you doing her crazy BK mix-up shit, just hit st.HK. If Viper is above Cammy’s head, the hitbox of Cammy’s feet will go up above her head and hits Viper out of whatever she’s doing.

Don’t know if this has been mentioned but CS beats the end of Zangief’s EX Green Hand. Did this 3 times last night on the same guy when I had a sliver of life left.

never worked for me, and i know it hasnt’ cuz i was going to die from chip damage on wakeup and i did wakeup CS and he ex green hand me thru my CS and killed me =/

My fav anti crossup is when they jump to late you can dash under them and get out of there totally safely. but i will use these suggestions for sure now, they sound hot

Hmm… might be a strict timing issue. The times I did it was not on wakeup.

Ok i have a small question that seems as though it has been touched on

TK Cstike can you lock down a character without an anti air??

Ive been looking into frames and it appears to point to it not working

If my math is correct 16frame startup +8 on block gives them 8frames to execute a move could be any thing c.jab, jump back, focus or back dash

So is it just good as a mind game eg Cstrike>CS or throw or another CStriki and start the guessing again

Here’s a question. Is a regular c.spike xx fadc into ultra worth it?

At a level 1 ultra, it does 350.
At a level 2 ultra, it does 450.

A regular c.spike xx fadc xx c.spike does 300.

At level2, the extra +150 seems worth it. Also if you have full meter and it allows a second juggle, which seems worth it.

But if you just do it alone, level1 ultra is only +50 damage over a c.spike. It seems better to just save the ultra for a punish scenario where you can hit for full damage.

Another thing to consider is what happens if your first c.strike is blocked. A backdash gets you away safely but you let up the pressure. On the other hand, the forward dash puts in the opponent’s face where you can throw, c.spike again, block string, etc.

c.spike xx fadc xx c.spike does 300

c.spike xx fadc xx lvl1 ultra does like 380.

I rarely get chances to use the full ultra. I could see maybe sitting on it if it was lvl1 so that you could use it at level two… but if I can hit confirm my c.spike and Im sitting on an ultra of any level, Im probably going to go for it.

i was in practice mode checking out some stuff with her… and found a nice ambiguous cross-up setup with EX Hooligan…

i got it to work after her sweep and back throw timing is different for each …the way it works is after the sweep do EX Hooligan and if u stop it very late u will be right infront of ur opponent and if u throw or cr.lk right away it will connect… now if u stop it a bit early u will end up right behind the opponent with about the same recovery… and u can screw up there block with a cr.lk string afterwards… if they have slower reaction u can even TK DK and combo… now after the back throw hold d/b till cammy fully goes into crouch animation then do the same…

i’ve been messing around with this for a while now and it seems really good since cammy doesn’t really have a cross-up… the mix-up is almost impossible to react to in time to block cr.lk the right way… and if u think they will try to jump away to avoid the mix-up just delay the EX Hooligan a little bit & air throw them.

I don’t see how this is any better than mk/hk dive kicks on knockdown. I’ll try it though, it just seems like a waste of meter for something you could accomplish without burning meter.

i just started playing her… so i was checking out her different wake up pressure game… i seen vids with dive kick mix-up on knockdown… and they are pretty nice… but i think this is also very scary…

so far i only checked after the sweep and back throw… and they let u time ur mix-ups so well imo… i know it might seem like wasting a meter for no reason… but seriously the cross-up or not is extremely hard to tell…

plus once u teach them about the mix-up they might try to jump away …or for bigger characters while they might be too busy figuring out which way to block …for both situations u can delay the hooligan a little and just hooligan throw them…

How often do you guys use the air throw? I can’t get Cammy quite down with the stick yet so I’ve been messing with Chun Li for a bit (until I feel comfortable with the stick) and due to her lack of reliable anti-air, a lot of the time the air throw is the best option.

When playing Cammy, CSpike is so good that I never felt the need for the air throw. Has anyone been able to work it into Cammy’s game?

The case for air throws:

[media=youtube]tR53cbBRq9k[/media]

when people start seeing the tk dive kick mixup and throw mixup they tend to jump, i usually fuck them up for it to stop it

What useful combos do some of you guys use after spiral arrow fadc on hit?

Dash up throw or 1-2 ticks into throw maybe SA :tup: Any combos after that is risky flash.

anything after a SA fadc has to come from a linked jab or cl.lk if im not mistaken. Assuming that the SA was hit confirmed from c.lk combo (3 hits), SA (1 hit), fadc, jab (1 hit), most of the damage is going to be scaled way down.

Therefore I dont see a lot of usage for dash cancelling a SA and wasting 2 meter.

Well if my opponent is low on health and I know I could pull the combo off, I wouldn’t mind losing 2 bars

something like SA fadc s.jab xx cannon spike is going to be your best bet.

thanx, I’ll try it out tomorrow, would I also be able to start a combo with cr, lk, or is that not fast enough?