Cammy Moveset and Attributes

To do a canon spike that gets a cross up , do hcb + kick … there is not “hope” in it :arazz:

Question:

How many of you have lost games because c.mk gets owned by seemingly illogical STANDING normals by your opponents?

I have LOST so many games because I “THOUGHT” c.mk is a GOOD POKE??? c.mk gets owned by Ryu/Ken/Akuma’s s.hp, Vega’s s.hk and many other standing moves I cannot recall. WTF??? What is going on with her hit boxes while performing c.mk??? I am so paranoid now using c.mk. I try to only use it as part of the combo now but sometimes out of old habit, it came out at the worst timing and I die horribly!

Sadly, Crouching Forward (Medium Kick) is a really bad move in this game… compared to ST. I actually end up poking more with Standing Forward than Crouching Forward. If you are playing a Footsies game against someone else, Low Forward should only be done sparingly. I still use it too much, out of ST habit as I’m sure that’s why you are so used to doing it as well. :slight_smile:

  • James

Use s.mp and s.mk instead. C.mk is complete ass.

Bad habits bite me too. shrug

i love s.mk helps me for playing footsies and i eaven jump in with it. I know that sounds dumb, but it gets you in deep and sets up grabs and bnbs.

looks sorta funny though

what are you guys using for footsies then?

c.lk/c.lp have no range, c.mk gets trounced…

you guys all using standing for footsies? wow that is backwards…

Sort of. In ST, a lot of the good Footsies moves were standing moves. But characters like Cammy and Chun were known for their buff Low Forwards (though I still say Chun’s Low Forward was twice as good as Cammy’s). But even in games like Third Strike and Alpha 3 and such, many of the best pokes for footsies were standing moves.

But in SFIV, the standing pokes are better. Crouching Forward is still good, but not the main poke anymore. Crouching Fierce is also good, because it has huge priority and can just flat out beat other moves. But it is slower, so a bit more dangerous to throw out.

But best thing is that if it DOES connect, you can link a Roundhouse Super off of it pretty easily on reaction, like Ken doing Low Strong into Shippu link in Third Strike. It won’t happen as prevalently as Ken’s from Third Strike, but it’s a GREAT option to keep in mind when you are going for the comeback. You can afford to try and toss out more random Crouching Fierces, hoping that it connects.

  • James

Are FA’s good to do at fairly random times vs turtlers? Only thing I can do vs them other than that is grab but not sure if its a valid tactic vs good people … (fairly random at close range, not just let them accidently run into it or something…) Like, cr.MK then FA charged enough to break block

I highly doubt that you’ll ever charge a full FA while just standing in front of someone if they have a clue what they’re doing. Random FAs work for mind games though, just remember to dash out of them if they didn’t fall for it, or you’ll be punished.

Cr. Fierce on counter-hit can also be linked into ultra. It even works from max range cr. fierce which makes it less situational. It’s an easily verifiable hit confirm that leads into her full ultra. It’s good to set it up in footsies by walking in and out of their poke range then throw out an early max-range cr. fierce. I say to throw it out early because cr. fierce is slow as it is and it will increase the chances that you’ll get that counter hit.

Thanks for the videos IparryU, just one thing. You can punish hurricane kicks with C.FP. Especially if you don’t block it because you crouched under it.

s.mk, s.mp, s.rh

Your best pokes imo.

Looking at the frame data, and it seems off. If c.lk is only +2 on hit, how does it combo into c.lp? I’m sure there’s something I’m missing.

cr.lk->cr.lp is a cancel

Hey quick question, For Cannon Spike to Ultra, can you FADC forward? Maybe in a corner? I’m having trouble getting it to come out in time when I do it backwards (on a Sixaxis). Really wanna be able to hit this consistently. FA to Ultra took me to another level and this should add some more fun to the mind games.

You have to FADC backwards to get the most damage. You have to do the ultra immediately after the FADC.

Thanks! I thought it was only in target combos that a normal could be cancelled into a normal, seems otherwise.

I played someone who was using cammy online the other day and they linked a spiral arrow to cannon spike. I haven’t been able to do the same thing in training mode. Am I missing something, or maybe I mixed something up?

The arrow has to hit meaty. Check out the the other “main” Cammy thread by jchensor.

Buktooth pointed out that if you whiff a crouching RH as the opponent is down, you can then do a forward (mk) spiral arrow and it will hit “meaty” (deep, late, whatever) and you have enough frame advantage to follow up with something.

Another question regarding frame data, that might appear strange. In the frame data it lists spiral arrow as -10, -10, -17 and -17 for the different versions, from lk to ex. Is this always right, or is dependent on how late you hit them with it? I only ask since, as a Ryu player, when i try to throw a cammy on block, i sometimes get cannon spiked, whereas that should really never be happening according to the frame data.

I suppose if hitting spiral arrow “meaty” really does significantly affect the frame advantage, then the frame data cant fully tell me the whole picture - i’ll need to read and play more for that!