Cammy Moveset and Attributes

Does this occur on all characters?

I found some tricks with Cammy’s close s.mp.

Use as a wake up meaty (of course high invincible frame EX moves or DPs will own it):

If you use close s.mp as a wake up meaty (make sure you time it so the last active frame hits), you can immediately follow up with a c.hp or c.mp. If your opponent is a jab spammer, you will score a counter hit c.hp or c.mp. I tested in the training room having Ryu dummy jabbing like mad, after a knock down I use close s.mp as a wake up meaty and it works…

check out dbc’s meaty combo video. i highly recommend it if you’re looking to learn some wake up meaty combos.

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cr.hp is an amazing normal… same with s.mk

s.mp is gdlk on cross up attempts. almost always s.mp c.lk sa. trying to incorporate fadc s.lp cs fadc ultra. the moral issue says waste of meter, but having the option is necessary.

also, i suck with cammy

What the heck is Laser Slicer?

http://shoryuken.com/wiki/index.php/Cammy_(SFIV)

its hooligan kick slide thingy… :sweat:

^Thanks much

I’ve been wondering for quite some time now, but why does c.Short c.Jab c.Short work? The frame data says c.Short is +2 on hit whereas the startup on c.Jab is 3?

It’s because c.LK and c.LP chain into each other, no?

Yeah, the frame data is incomplete. I wish the frame data would mention when you cancel a cancellable move, which frame (or frame ranges) the cancel occurs and such. I am pretty sure that when you cancel the first cr.:lk: with cr.:lp:, you gain some additional frames (min of 3 frames of course) otherwise things like cr.:lk: to :hk: SA would never combo. Another thing is that the game engine counts how many times a cancellable move such as :lp: or :lk: were canceled so once you get past the limit, you can no longer cancel them. For example once you cancelled :lp: or :lk: more than 3 times, you cannot cancel it into a SA or C.Spike. I am sure when you try to LINK (ie, without cancelling the first move) cr.:lk: to cr.:lp:, it will NOT combo.

:sweat:

what about 3+ combo ??

so how does s.cl.lk, s.cl.lp, s.lk, c.lk, HK SA work on Shotots?? (and ironically Cammy!!) 6 hits combo

Didn’t notice they were chains =\ Damnation -_-;

And yeah, I get 4 short/jab (alternating) on other characters all the time =P usually finishing with c.short or s.short for max distance on some characters and start really deep on other characters o.o; But that’s still 3 chains and 1 link -no? o.O;

cr lp cr lp cr lp cr lk xx HSA works to,even on on shotos :o

Wouldn’t you have to be pretty much in throw range to get that one off?

c.lk lp lp c.lk SA and c.lk c.lk lp lp SA are the only 6 hitters you need to know. c.lp doesnt do as much damage, so you dont want to use it if you dont have to. s.lp gives you time to link the c.lk or another standing lp and cancel it into a spiral arrow. You dont have to use c.lp to get a link.

combos in sf4 go, chain–>link–>cancel into special or super. So as long as you link the last normal hit in a combo, you can cancel it into a special or super

so in a live match i only use Ultra in these situations:

  • through fireballs
  • CS FADC Ultra
  • CS FADC CS FADC Ultra
  • Blocked Blanka balls
  • Guiles c.HK (between kicks)
  • against a blocked Ultra (on their recovery)

(emmm what else…?)

these are definite 100% working ways for me to get the ultra (unless i miss the execution of CS FADC Ultra and it comes out as CS FADC back CS… :p)

in time challenge mode i’ve been using the Ultra for Chip Damage to get the extra bonus seconds… and it has been beaten repeatedly…

  • Shotos can SRK you out of your ultra (it probably works for Sagat too)
  • Gouken can simply counter Cammy’s Ultra :frowning:

Don’t forget your EX Strike hitconfirm to ultra.

YES! totally slipped my mind… thanks! :china:

What about CH c.HP to Ultra? Works wonders on Gief, for example.