Cammy Moveset and Attributes

Nah, it was planned. They didn’t give Cammy a height restriction on purpose. If they were aware enough to put the height restriction on other moves like Air Hurricane Kicks, they were perfectly aware Cammy could do it too.

It’s not technically a different motion or a different move. You’re just do the QCB on the ground, then Jumping and hitting Kick. You’ve been able to do that in almost every version of Street Fighter that has had air moves.

  • James

I’m starting to think standing MP and crouch MP are pretty good. I’ve been consciously trying to throw them out a bit more while buffering the spiral arrow and it works surprisingly well, not from the distance where they can be blocked but rather from where they might catch my opponent’s normals and score a counter hit. I am taking a few beatings going for it continually while I test it, leaving myself open and not blocking, but I’m seeing why they’re decent normals now. The other day I scored a counter hit standing MP to spiral arrow on a Sakura from miles away, I couldn’t believe the distance it worked from. If only I could just get into the habit of blocking too!

I also noticed you can do

:d:, :df:, :r: + :mp:, :uf:, :uf: + :mp: To do a standing MP into a MP (or any punch) hooligan straight away. Its probably not very useful but I thought it was cool. I do the crouch MK into hooligan sometimes but not really the standing punches.

cr mp is good for counter hits and standing mp is good for meaties on wake up(watch out for reversals)

I’ve been dabbling with the framedata and Cannonstrikes. The TKCS isn’t an actual move so it’s hard to really know what frameadvantage etc. you get. I’ve been letting my mathskills loose and testing it and I found some things I’d like to share. Mainly to see if I’m correct. And also to fill in some of the blanks. Here goes.

The TKCS has more startup because the jump animation (4 frame startup) is in there as well. If Cammy does TKCS from neutral I think this should be the framedata for it:

regular TKCS
startup 16 frames (4+12) - hits on frame 16 from neutral.
active 0? (this is the part where I’m a bit stumped)
recovery 5
Blockstun 15
hitstun 18
advantage on block +10 (15 blockstun - 5 from recovery)
advantage on hit +13 (18 hitstun - 5 from recovery)

Ex TKCS
startup 16 frames (4+12) - hits on frame 16 from neutral.
active 0? (this is the part where I’m a bit stumped)
recovery 4
Blockstun 20
hitstun 24
advantage on block +16 (20 blockstun - 4 from recovery)
advantage on hit +20 (24 hitstun - 4 from recovery)

Notes: after a jump with an attack (like TKCS) you can’t block for 2 frames and you can’t attack, jump, dash or walk for 4 frames.

If my calculations are correct this means that it’s not possible for 2 consecutive TKCS to hit. And that is true.
Two consecutive EXTKCS or EXTKCS to TKCS should be possible to hit. (both regular and ex TKCS hit on frame 16 and EX TKCS gives +20 frames advantage.)

Two consecutive EXTKCS are 100% safe on block and hit.
EXTKCS followed by TKCS is 100% safe on block and hit.
Two consecutive TKCS are not safe on block and hit.

So far so good.

EXTKCS to Ultra (and of course super) should be possible. -> +20 frame advantage. 4 ‘empty’ frames + 10 for startup the Ultra = 14.
Regular TKCS to Ultra should not be possible under normal circumtances. + 13 frame advantage. 4 ‘empty’ frames + 10 for startup the Ultra = 14. BUT!
In training mode I can do regular TKCS to Ultra. The timing is very strict. Which leaves me to believe it is a 1 frame link. So that must mean that my calculations aren’t correct. I messed up somewhere. But where?

One thing I can think of is that the 5 frame recovery and the 4 landing frames coincide partially. The last frame of the recovery might be the first frame of the landing. I don’t know for sure though.

Further testing gave something weird as well. If I turn on counter hits in training mode it should give +3 frame advantage. So TKCS to TKCS should be possible. But it isn’t. Or I should say: I can’t do it. This is probably because the second TKCS doesn’t count as part of the combo. So there is no +3 advantage. :frowning: Or it could be another hint that my calculations are incorrect. There seems to be a 1 frame gap somewhere

Any thoughts?

i think your math is off in the landing frames department. something tells me that landing frames = recovery frames. i know that tkcs > ultra is possible and i’m almost positive that it is more than a 1 frame link (i have noticed it hitting with 2 different frames being present. i mainly look at ryu’s hands as i start the ultra and i’m 100% accurate from looking at his hand if the ultra is going to hit or not, and i have seen at least 2 different hand positions that allow ultra to land).

as far as the counterhit bonus perhaps it defaults to the lesser CH bonus because of the move type? although that doesn’t make sense because of how much easier it is to hit either s.mp or cr.fp after a CH tkcs.

I thought something along those lines myself. But that makes me wonder whether A. that is correct. and B. How much of the landing frames and the recovery are the same. When CS is done in the aire the recovery frames come AFTER the active frames and CS is supposed to be active ‘until ground’ whatever that means. EX(tk)CS has 4 recovery frames and there are 4 landing frames. So that does make sense.

I may be going out on a limb here but I now think that Cammy can not attack for 4 frames after and air attack, but if regular Cannonstrike is the attack the disadvantage is 5 frames. One way to test this is to whiff a Cstr. in midair followed by cr. mp and have Ryu hit Cammy with cr. mk. They should either trade (then recovery is partially in the air) or Ryu should win by 1 frame (then the recovery frames should be the gound/landing frames).

Unfortunately I have no way to test this reliably.

The whole reason why I started this whole TKCS frame stuff is because I want to figure out how high I can still be and hit a Cstr. and keep my frameadvantage. TKCS frameadvantage on block is +10 according to my calculations, so I can be 6 frames higher and still block in time…? (6 + 4 landing frames) Or is it 3 (3 up and 3 down)?

Man I wish Capcom would gives us more info on this stuff, like a timer, superpause and hitboxes in training mode. (but I digress)

can some1 make a list of what DP’s cspike beats?

like, it beats: Ryu , Ken

lose to: Seth, akuma

but how about gen,dan,guile flash kick, rog headbutt and so on?

your info is kinda off on ken. cammy’s dp beats his lp and fp dp, his ex and mp dp’s beat hers. for ryu it’s whoever did dp second wins the dp to dp fight.

for flashkick cammy beats all versions besides ex. same goes for headbutt.

The weirdest thing happened to me today. I was playing a Chun Li online and I was losing pretty heavily. So I decided to throw out a random SBF for the hell of it. Chun did a EX SBK and I figured I was done for. Instead my fist just hit the toe of Chun and it sent her flying. I even had the presence of mind to follow up with an Ultra.

I had no idea you could stuff a (EX)SBK with the tip of your fingers. I lost the last round, partly because I was still baffled by what just happened. Maybe this is common knowledge, but it’s sure new to me.

The priority, range and damage of the actual fist is pretty good. It’s the fact that its so damn slow that makes it unusable.

I’ll have to try that on my friend who loves to Ex sbk on wake-up. I only use the back fist to get past fireball spammers anyone know any good setups for it?

spin knuckle sux… you will probably read that A LOT around here… there are very specific situations to EX spin knuckle… regular version is just damn risky… every 30 matches or so i would use it randomly ONCE in a casual for a surprise chip damage win… :hitit:

EX Spin Knuckle limited uses:

  • on wakeup to escape chip damage win by EX SRK (Kens, Akuma)
  • Escape Blankas ambiguous ultra setup forward throw -> Ultra… (EX spin knuckle away, its tricky u need to spin the other direction opposite to where he will roll)
  • escape deep crossups where CS cant auto-correct… (Gen j.mk)

SBF can slide through some of boxer’s charge punches.

Thanks for the info I rarely used it, it takes 3 days for it to hit someone with it I just wanted to know if anyone knew any other uses for it but I really like the trick against Blanka :tup:

Sbf is Decent Dont Deny its existance…

Like any Special - Learn to Space it properly in order to use it…Ex version Mostly im talking about but the normal one has a few good uses also

I’m not really sure what the best place is to post this but I recently decided to compile a list of chars where Ultra2 could be better than Ultra1. I was wondering if you guys agreed with this list. I’ll post my reasoning per char, if I have one.

Ultra 1
Akuma U1 (I do very well against Akuma in vanilla, why switch?)
Adon U1 (Adon has too many guardbreaker moves. U1 is the safest bet)
C. Viper U1 (Not many pokes, and lot’s of non U2 punishable stuff, and I do failry well with U1. No switching here I think)
Dan U1 (then again it’s Dan. I don’t really care)
El Fuerte U1 (a grappler, nuff said)
Gouken U1 (I do well against Gouken, even if the player is much better then I. A buddy of mine is an awesome Gouken and yet with Cammy he is beateble. Gouken’s U2 is a fireball. Need to be able to go under that.)
Ken U1 (Against SRK spam happy Ken’s maybe U2 is prefrerred. But you never know before the match…)
Rose U1/U2 (Need to be able to go under those fireballs, although U2 could have it’s merits against Rose.
Ryu U1/U2 (Need to be able to go under those fireballs, although U2 could have it’s merits against Ryu)
Sakura U1 (I do OK against Sakura in vanilla, why switch? her new Ultra is a fireball. Sticking with U1 probably)
Seth U1 (Works fine.)

Ultra 2.
Abel U2 (I hardly ever get to use U1 against Abel. U2 might be better)
Balrog (Boxer) U2 (U1 has no armourbreak properties and thus sucks against Balrog and U2 works against reversal headbutt. That’ll shut down at least some of his game. Switching time.)
Blanka U2 (lot’s of grabs and electricty, U1 seems better here. I found that in reality however U2 is better. It catches Blanka U1. U2 can be grabbed.)
Cammy U2 (both U1 and U2 can be effective I think. U2 has been really effective against SA. J Cst. can be CQC’ed)
Chun-Li U2 (I get few chances with U1. And it whiffs on quite a few of her moves. Chun’s jumping kicks should be easy pickins with U2.
Dhalsim U2 (I get very few chances with U1. I’ll give U2 a try. His long arms might provide a nice CQC target.)
Zangief U2 (I don’t know how often my U1 got stuffed by lariat, but I’m sure it was a lot. Lariat spam is over now. Period. Even though Zangief is a grappler I think U2 could have more uses. Hooligan to U2 comes to mind. No more pokes from the russian. U2 FTW)

Undecided
Fei Long U1/U2 (both seem to have their merits. U2 in between rekka’s?)
Gen U1/U2 (both seem to have their merits)
Guile U1/U2 (both seem to have their merits. u2 was made with Guile in mind, his double kick is a good target. But other than that… I don’t know)
E. Honda U1/U2 (both seem to have their merits. Honda has lots of armourbreak moves. u1 is probably better.)
M. Bison (Dictator) U1/U2 (Leaning more to U2, but U1 can be used after a bait FA to draw out his Ultra1. Don’t know yet.)
Rufus U1/U2 (both seem to have their merits. Leaning more to U2)
Sagat U1/U2 (both seem to have their merits, But I’m leaning more to U2 on this one. Especially since Sagat’s U1 beats out Cammy’s U1 every time. But his U2 is a fireball. Decisions)
Vega (Claw) U1/U2 (both can be effective I think. Don’t know yet)

New chars: I don’t know them well enough. (hardly at all) No idea yet.
Cody
Dee Jay
Guy
Ibuki
Juri
Makoto
Adon
Dudley
Hakan
T. Hawk

Thoughts anyone?

I think they upped the hit box a bit on her J.HK. I hit a Ryu after a fireball from a mile away the other day, I was surprised.

I also think they upped the invincibility frames on SBF. I messed up my input once and noticed that it went through and hit where in the past it would have been stuffed completely.

Everything is rock solid with SSFIV cammy. Still woulda preferred a safer SA but otherwise I’m statisfied with the tweaks.

Quick question about tkCS pressure. I’ve noticed that lately, my opponents have been able to poke out of my tkCS pressure simply by pushing a button. For ex. on wakeup I like to do 2 tkCSs, but the opponent never seems to get caught by the second one - they low poke me out of it. Is it unwise to pressure two tkCS, or do I have to somehow adjust the pressure timing?

Well 2 TKCS in a row has never been safe…

Instead of doing a second TKCS, just jump and do a low CS. That way, you clear the poke and hit them for a free combo. Of course, they will catch on and start using different normals, so just adjust accordingly (ie. spike the poke after the first tkcs).