Cammy Moveset and Attributes

same…I think that’s why I was stuck at 1k for so long…as soon as I started being a little more calm and reacting rather than relentless attacking. I think at the moment I’m playing a little TOO safe…I’ll get a shoto into defensive mode and they won’t fireball or shoryu on wake-up, and I need to find a way to capitalize…

though I think out of everything FADC and EX SA is what I spend bar on most…EX dives are nifty…but they don’t give that much more than a regular dive…not worthless…but I think I try to FIND ways to work in EX dives rather than EX dives being so good that they find their way in themselves

I like EX dive against throw happy players. That’s really the only time I use it over a normal one.

i have a hard time doing the “Tiger Knee” Cannon Strike QCB,UF+K.
but no problem with EX version because you don’t need to jump forward.

Any tips on doing “Tiger Knee” Cannon Strike?

Just do 214789 on the stick. (on the left side, reverse it if on right) If you don’t know numerical notation, this is it:

789
456
123

These are the directions on a stick. Follow this and you’ll be fine.

ok, thanks

Aye, I’ve also found it very useful against Senpukyaku in addition to the usual fireball slip. That said, it’s usually a once per match, maybe 2 at most move, and sometimes never used at all.

But, when the right opportunity does come up to use it, I’ll mix it in. If anything, I’ve found it often throws the opponent off balance for a second when used effectively since it is used so rarely.

Hey Cammy players. Sorry to bother.

Is your Cannon Strike completely safe on block? I fought a Cammy player tonight that just tore me up by pressuring with it.

It depends on what height the cannon strike hits when blocked. According to frame data created by Sprint, Cammy gets as much 8 frames advantage for an instant tk cannon strike, and she gets 14 frames advantage if it’s an ex instant cannon strike. The amount of frame advantage she gets varies with how high off the ground she is when the cannon strike is blocked. Generally, if her cannon strike blocked at the head on average height characters, then Cammy will actually be at a slight disadvantage.

If you want to take a look at it: http://www.gdward.plus.com/cammyframes.txt

My most common error in the non-EX tiger knee cannon strike is accidentally jumping up or backwards, so I sort of do this motion (facing right):

21469

Hard to describe in writing, but that last “69” is more of an initial aim in between the 6 and 9 positions, then moving it firmly into 9 (all very quickly). The point is to make sure I keep the joystick lower when going from 4 to 9 so I don’t accidentally trigger 7 or 8 along the way.

Uh possibly an embarrassing question: Have all of cammy’s normal jump ins been overheads since the game came out or did they stealth patch it? Are all normal jump ins overheads for that matter?

uhhh yes, all jump ins hit high. Except dive kick.

Jumping normal attacks are overheads for all characters. It was like this in the original SFII as well.

What is her best “jump in” attack ?
I can’t find one very reliable…
Same question for her best air/air attack.

I’m pretty sure that the answers have already been posted somewhere but I didn’t found it… :sweat:

HK is probably best air/air bet, unless you have good timing with your grab. All of her jump in attacks are kinda bad, but probably CS/DK.

Does anybody know the list of chars that cammy can crossup with her jumping short, both crouchin and standing plz

I know she cant cross up a croching sakura or viper
but she can crossup a standing honda or standing bison

noob question.

How the heck do I defend against a cross up because when I see it it’s too late and I’m getting owned from a combo?

The correct answer is you need to anticipate it, and know to block in the other direction. Once you see it, it is most likely too late.

The simple SFIV answer would be throw out a Cannon Spike and hope the game engine changes the direction for you.

:wgrin: heh heh… this is my strategy.

Look at how your opponent is jumping too. If it looks like the jump might and/or is trying to go just past you, there’s a good chance they’re trying for a crossup (that or a fake-crossup >> throw).

I suppose this could be considered anticipating, but it’s what I do.

I love the Cannon Spike every time…especially on cross-ups, for me the engine usually reverses it and I get my nice hit in.