Cammy Moveset and Attributes

Sorry if I missed it somewhere but is there a specific reversal move for Cammy?

that is why i rather call it dive kick (DK). too easy to mess up.

sorry bout that.

ok, so look at my vids and see how i use it so i dont have to wright hella shit down. if you got questions after that, go at it.

in general:
get closer by dive kicking over fireballs to get good range
quick and deep to get a grab in.

take a gander:

http://www.youtube.com/profile?user=IparryU&view=videos

Okay, so real talk. EX Cannon Strike is Cammy’s BEST move, easily. It’s fast as balls, and gives you MAJOR frame advantage on block or hit. Free mixups and combos off this badboy.

Also, if you do it deep during your opponents wakeup, you will occasionally land on this other side of him. Use this as your pseudo cross up as j.lk is so unreliable. Your opponent will have a tendency to block wrong when this happens and that’s a free c.lk into whatever you want.

Excuse the noob question but what are Cammy’s overhead options?

TK dive kick, its not even an overhead, jsut a move that can half way act as one.

Can you confirm ultra from TK ex cannon strike?

I usually try and use cannon strike to cross up, but found the positioning being a bit strange. But i guess its just a matter of practise.

yes you can get ultra off it

yea, but can you hit confirm it to ultra? =)

CONFIRMED, Hooligan can grab Sagat’s low Tiger Shots!!! I need more testing to see how else it can grab vs other low attacks.

saw this video from hooligan throw against crouching opponents thread: http://blog-imgs-27.fc2.com/t/o/k/tokkablog/play.html?id=sm6197571

at around 4:10, cammy pulled ultra when guile uses sonic boom, did cammy went UNDER the sonic boom or was it just some frame of invincibility? if cammy went under sonic boom, then her ultra might be able to go under other fireball as well??? :smiley:

Nice video, but unfortunately it also confirmed my suspicion regarding Cammy in SF4. In ST and Remix guile player would be rushed in by Cammy and Hooligan to death but in SF4, at least the match I saw vs guile, Cammy had difficulty getting close to guile and couldn’t rush him down while Guile is just turtling and space control with sonic booms.

lol yea, toward the end i think cammy was trying to pull an ultra after the sonic boom like she did last round lol, seems to work though right?

Anyone have any idea how high of priority the CSpike is? So far it feels like this takes priority over just about everything I’ve seen except an SRK.

i have been jabbed 3 times… other than that, havent got hit out of it unless from an air attack. abuse TKing… abuse it.

Wait how are you guys getting close enough to do the tkspike?

Uh, just about the same as any anti air, there’s no real way to measure priority, but it loses to a lot of other anti air specials due to lack of invisibility. Rog headbutt, flame kick, flash kick, etc.

Unless you’re talking about the divekick which isn’t particularly high priority, it loses to a lot of dumb shit, since the kick doesn’t send her all the way to the floor.

some of you are talking about cannon Spike(shoryu) and the others about cannon strike(dive kick). The original poster asked about “spike”

Basically Cannon spike (shoryu) seems to have priority over everything I’ve tried it against. As long as that hit box is out there it is highly likely that they’ll get stuffed out completely. One of the only exceptions to this rule is other characters DPs when done at the same time will completely stuff Cannon spike. Most likely this is due to the invincibility on other DPs…cammy seems to have next to none…just uber priority.

cannon STRIKE (dive kick) ALSO has pretty damn high priority. If you’re coming from higher in the air, there’s relatively little that will beat you out of it. It trades with all DPs that I’ve seen so far, air to air as long as you’re not below them it should trade or stuff. On the ground it will lose a bit of it’s priority, but still stuff out a lot…since you’re in the air, it goes over any low attacks and MAYBE still trades with DPs, but I think they have that little bit of immunity working for them from that distance

For Spike, the way that it seems to me is that there is the hit zone on the attack is actually a little bit further out than it would seem. Like she sticks out her toe and there is a huge hit area that it has. Since she is not actually in the area, it works sort of like having invincibility, but deeper in she actually has no invincibility at all. So, like many of her tools it seems, it becomes much better with proper spacing.

For Strike, are you you saying that it’s better to just jump forward than Cannon and not bother with TKing the motion at all?

lol not to be nitpicky but u reversed the names in the first line of your post scythe, other than that scythe is dead on.

also for clarity
cannon spike ( shoryu )
cannon strike ( dive kick )

also cannon spike cs. hk hit box stays out for a long period of time, until a lil bit after she starts falling to the ground, ive hit many people with the extended hit box on that move, its very deceiving

TK will definitely be better in up close situations, but you can’t limit to JUST using it for TK pressure.
positive side of TKing:
nice pressure tool if they’re only blocking
links into everything cammy has, outside of hooligan and SBF
goes over lows
can’t be thrown
VERY meaty
brings cammy a nice throw game

Negative side:
can be predictable
can be stuffed by DPs or pretty much anything if they’re A)spamming or B)expecting it
must be done almost point blank

non-TK version
positive side:
stuffs or trades with just about everything when done at proper time/distance
almost always trades with DPs
as long as you don’t hit their head, you can pretty much guarantee cr. lk into SA or CS or just a CS
can influence the trajectory of your jump whenever you want to, jumping directly over fireballs then striking right over can bait shoryus/anti-airs
can cross-over

negative:
much more telegraphed than TK version
can get stuffed if they’re at all above you
easy to screw up spacing and get set up for major punishment
cross-over is near impossible to combo out of due to the height you hit them at

Edit: added the trajectory influence and crossover positives and cross-over negative