Cammy Moveset and Attributes

as far as i remember sweep beats all headbutts except EX…

Sweep will beat headbutt straight up? No tricky timing or anything? I mean, I’ve never had trouble making Balrog confused on wake ups but sweep beating headbutt is another nice option to have.

Balrog’s headbutt can be beaten by a lot of meaty attacks like CS, probably because it doesn’t have invulnerability on its startup frames. Of course his EX headbutt is another story.

I also like to throw > hooligan right in a head butters face. I usually jump over them near the start the match to try and misdirect them on my throw > hooligan set ups or sometimes I’ll also try to avoid staying in front a headbutter so I can CS > ultra later in the game.

Hey, Foshizzle.

Just a follow up to this post, the picture actually turns out to be VERY misleading I’ve discovered. If you watch the hitbox videos, you’ll actually see that right AFTER those frames that are in the picture, the boxes change drastically. Ryu’s boxes REALLY disappear above his head, and that’s why he can duck under so many things with Low Forward. Akuma ends up being even shorter! But Cammy, her head stays pretty vulnerable, so she actually doesn’t shrink down as far. So it’s not really the actual hitting frame that helps Ryu get low, it’s all the recovery frames where Ryu REALLY shrinks.

So yeah, those moves from Cammy still aren’t nearly as good as Ryu’s Low Forwardfor getting under things like Tiger Knees and Burn Kicks.

  • James

oh cool. I was pretty puzzled myself… I figured I was just bad lol.

Also CQC owns in Cammy mirrors lol

Ughh…actually against good players it will just get baited out and a good cammy can do that well with lk cs. Sure you might get lucky against a careless player but that won’t fly in a tournament.

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people keep saying this, but if they are trying to bait out a cqc they are not keeping offensive momentum and not applying pressure making things easier for you.

on top of that the notion that good players will NEVER get hit by this is just false, hell flashmetroid got hit by fei’s counter like 3 times in a single match.

well thats viper, all of her good mix-ups are non armor breaking. and this ultra is good against cross-ups:) But seriously all characters have other options against counter ultras, its just not as viable as Ultra1. It just sucks when a character whiff a move thats punishable by Ultra1 and you can’t punish them because you chose Ultra2

it eliminates Cammy’s 50/50

After a spiral arrow, what version of strikes do you use to fake/crossup? I’ve been trying to figure it out myself but my results are so weird that I’m obviously doing something wrong. I’ve looked at the cammy tutorial vids, but those mixups dont seem to be the ones actually used in a match (with some exceptions).

I see a lot of cammy players doing back throw > strike 50/50 mixups too. Any specific reason why people choose not to have the strike actually hit?

i’m not sure exactly what your referring to here, if you mean on the ground use lk strike immediately after arrow so that it wont hit and you can block a reversal off tech rise. otherwise if you hold uf you can lk strike down to land in front, or just continue the jump into a lk to cross up (you can also cross up with hk strike but the spacing and timing is really tight and imo not worth it)

as for the back throw… yeah idk what you mean, plenty of people make those strikes hit, but it’s a great move to make it LOOK like it’s going to hit when it’s not so as to bait stuff out of people (although i gotta start trying taunt and throw whiff baits as well)

You know I’m wondering to myself if they made a mistake with Ex-cannon spike. This mystery move has a measly extra 1 frame of invincibility, and does less air damage than ground damage by a significant amount. Yet it can juggle at air level but not ground level!? (Just tried it out; you can do spike FADC ex-spike, with the second spike done as early as you wish). That serves no purpose. So I wonder if the damage was meant to be the other way around, with air damage doing extra?

Somebody mentioned in another thread that EX-Cannon Spike has a interesting property which not too many ppl thought about:

Cammy is completely invulnerable on the ground (6 invulnerable frames), so against any jump in attacks, esp vortex from Akuma or Kunai shenanigans from Ibuki, even when hits traded, she’ll be air reset (she’s airborne on the 7th frame), so it is an interesting property to get out of loops.

Yeah the 95 air damage sucks, 1 extra frame of invulnerability sucks (compared to the EX versions from Shotos where theirs have at least 10+ frames of invulnerability) its not really worth it to use it except for the situation I mentioned above.

I just wondered why it has air-to-air juggle property but not air-to-ground, whereas the others are air-to-ground but not air-to-air. When I screw up spike fadc backdash ultra and have an ex-spike come out I hit with it instead. Huh, maybe it was meant to cover that possibility? I don’t think so. :slight_smile:

So, something I never thought to ask and wondered about. Does Cammy get bonus advantage frames on counterhit from cannon strikes? I’ll try to go for a combo when hitting a CS from a height I normally wouldn’t if I see counterhit, though I’m not sure if it’s enough to matter, if it does any.

Counter Hit frame bonus is all over the place for SF4/SSF4 engine… it’s like the programmers just arbitrarily add a few frames here and there for CH. I don’t know how many bonus frames a CH c.strike gets, it seemed if you land the normal c.strikes above the waist line, you are gonna get punished regardless (this is where Rufus’s dive kick is superior compared to Cammy’s, he can dive above the waistline all day long and not worry about it).

do you guys know the frame data for cammy’s jabs? does st.jab give more + than cr.jab?

Seriously?

And no, her only light that does more than +4 is far st. lk, which is +5, but the range that hits at, it can’t link to anything other than itself on a few characters (I think there is an obscure far lk > cr. mp combo on like one or two characters too, but yeah).

Standing lights do leave you at +1 instead of -1 on block though, so they’re the closest Cammy can get to frame trapping from a light (st jab, st cl mp comes to mind).

oh good call. i just had a random thought and came here first without looking at the other threads, haha. thanks!