Cammy Moveset and Attributes

just tried it in training mode…reversal every time from point blank…blocked every time…fairly certain it’s a 10 frame start up…try linking from counter-hit close medium punch…if the frame data we have is at all correct normal MP is +6 on hit…so +9 on counter…cr. FP says +7…+10 on Counter hit…counter hit cr.FP->ultra works, but counter hit close MP ->ultra doesn’t

I’ve heard online Cammy players doing two cannon drills in a row. Is this possible?

wtf?

you cant make a video of you testing this can you? i am having a sinking feeling that people arent testing the properties of this correctly. maybe it would be better to have human vs human?

im wondering how yall are testing it without human vs human?

In training mode you can program the AI to do whatever actions you want them to.

Hmm. I’ll retest it, dude, but I do my best to test out the information I give. However, if there’s an error, there’s an error, so thanks for finding it out. I will retest in a bit.

Uhh, so there are tech traps in street fighter lol. Apparently when you quick stand, you’re considered standing and can’t duck in time to avoid a Fierce Hooligan off of the following moves, possibly more

LK spiral arrow (works after c.lk,c.lp,c.lk string as well)
Cannon spike (all versions I believe)
Cannon spike FADC Cannon spike (The trick here is to walk towards a bit after the dash cancel before the second spike)

I’m sure this might loose to some reversals, but they have to be really sharp to punish I would assume seeing as in how you don’t even have enough recovery to crouch before getting thrown.

Also, I don’t know if anyone has noticed, but EX TK/ TK cannon strike combos into crossup mixup/ hooligan tech, repeat can usually stun in 2 reps or so. So dirty. Cammy is definitely one of the best console characters. If played safely with a eye for hit confirming, I can see her breaking top 5 easy. So many strong points. Priority on cannon spike is as strong as ever, Focus lvl 2/3 and being able to combo ultra off of backfist, hooligan slide, far spiral arrow, kn cannon strike and cannon spike = :pray: . Don’t sleep

Do we have damage/stun stats for cammy? Can’t see them at the top…

Would be nice to use stun info to gauge how close we are to dizzying after set combos.

where did you get this information?

tested it with a friend a while back and on the computer. Set the computer to quick stand crouch…

Just confirmed it. It’s pretty interesting, but everyone can tech and then back-dash, so I don’t know how useful it is.

its been working great for me. even if they back dash you still can apply pressure with Focus/ TK cannon strike/ block string rush down…or whatever and/or block if necessary.

i just confirmed it by putting AI on quick stand and crouch. and hooligan throw works as he quick stand.

AI does cannot crouch immediately after quickstanding. i dont’ know if that’s just an error with how the training mode AI works or not.

I tested it by setting Cammy on record. I had her cannon spike then immediately Hooligan. I hit playback, I let her cannon spike me, I tech’d, I held down/back to crouch, I got grabbed. So, I don’t think it’s training mode.

EDIT: Found some good news and bad news about the trap–>

Good news: Even though everyone can back-dash to escape the grab, you can mix-up between the low-attack and that will hit them in their recovery from a back-dash, so you can mix-up between grab and low off of the Hooligan combination for a 50-50.

Bad news: Even though you can’t immediately crouch on wake-up, you can crouch attack immediately, so all you’re opponent has to do is crouch attack to beat this “tech-trap” mix-up.

that’s a nice find =)

maybe you can do hooligan, whiff throw(to cancel) and land safely to bait a DP on wakeup too. i’ll test around with that later.

j.HK vs. non-TK strike: Which has more priority? j.HK does 100 dmg vs. Ryu while strike does 70 dmg.

Nice investigation and discovery. I use hooligan quite often as part of my game play. I have noticed that once in a while I successfully hooligan grabbed “crouched” opponent in some of my matches. I just dismissed them and thought my opponent was trying to jump or was standing up from knockdowns and due to network lag the screen was not updated properly and so I didn’t bother to investigate the “glitch” further.

Too bad this ONLY applies to teched knock downs. So the use of this discovery depends on your opponents action, thus limits the usefulness of it.

Wrong, after a neutral/forward grab immediately perform a MP/FP Hooligan. It’ll work. Looks like this isn’t tech exclusive. Still, all your opponent needs to do is spam a low attack.

or DP or EX move with invincibility

still…nice to have the option =)