Cammy Q&A: Ask simple questions here!

Few tips,

  1. Practice the move while the game sound is off. You will be able to hear the switches in the stick click as you contact them. Remember you only need to hit D, DB, B, and UF.
  2. When you get it a few times in a row, dont think you are done. Try pulling off an otg after knockdowns. Its pretty good at baiting uppercuts.
  3. When using the square gate, dont pull the stick completely in the corner. Just learn the stick and where the switch makes a connection.

Its really all practice. Once you pull it off a few times, you will wonder why you ever found it difficult.

since i’m new to her i usually stick to s.mp, cr.mp xx hk SA… or u could do TK DK, s.hp xx CS… i think best one would be TK DK, cr.hp, cr.mk xx hk SA…

I would say tk cannon strike, s.hp, cannon spike.

Yeah or cr hp > cr mk XXX HSA

Thanks for the tip guys. My main is Sagat, and now using Cammy as my 2nd. She is so damn fun to use.

I tried sagat once,
hes soo dam slow after playing cammy alot,couldnt get used to it :slight_smile:

Em guys, please i am having such a hard time doing the cr.hp, cr.mk, SA combo, i just cant nail the timing. Any tips at all?
Oh and yea i know what you mean bout sagat, i couldnt believe how slow his dash was after i played cammy.

I am learning that combo for moment and this is how i do it:
cr HP
slight pause
double tap the cr mk xx HSA
60% succes so far,u will need lots of pratice to get this one down im afraid so pratice pratice

For the cr.HP->cr.MK link I use the sound as an indicator, input the cr.MK just as the impact sound for cr.HP finishes, then onces you’ve pulled it off a few times you get used to the two sounds strung together. Theres probably better ways to figure it out but that worked for me, its pretty easy to do really just don’t rush the cr.MK.

look for when cammy retracts her hand back from the punch… right when u see that press cr.mk… i just hold d/b to make it easier…

gonna separate into bar dependencies and into two categories [normal] and [honda](probably works on others, but practiced on honda)
also, the damage assumes level 3 FA

0 bar:
[normal]: FA->tk Strike->cr.FP->far MP xx HK SA (365 damage, 570 stun)
[honda]: FA->tk Strike->cl.MP->cr.FP->cr.MK xx MK SA (372 damage, 580 stun)
note: honda’s combo HAS to be MK SA…HK SA will only get one hit and therefor less damage

1 bar:
[normal]: FA->TK EX strike-> TK strike->cr.FP->cr.mk xx HK SA (388 damage, 592 stun)
[honda]: FA->TK EX strike->tk Strike->cl.MP->cr.FP->cr.MK xx MK SA (392 damage, 595 stun)

2 bars:
[normal]: FA->TK strike->cl.FP XX CS->FADCf->CS (411 damage, 640 stun)
[honda]: FA->TK stike->cr.FP->CS->FADCf->CS (418 damage, 640 stun
note, cr.FP->CS is a link not a cancel and it works on certain characters

3 bars:
[normal] FA->EX TK strike->TK strike->cl.FP xx CS->FADCf->CS (428 damage, 650 stun)
[honda] FA->EX TK strike->TK Strike->cr.FP->CS->FADCf->CS (434 damage, 650 stun)

4 bars:
[normal]: FA->cr.FP->cr.MK xx HK SA xx Spin drive smasher (502 damage, 490 stun)
[honda]: FA->cr.FP->cr.FP->Spin drive smasher (525 damage, 500 stun
the combo vs. honda is so easy and so stylish there seems to be no reason NOT to do it if you get a hit with full super bar
note: the honda combo does an impressive 578 if you j.HK instead of the FA

WTF COMBO OF DOOM
FA->cr.FP->cr.MK xx HK SA->FADCf->cl.LP->cl.FP xx CS->FADCf->CS
at 430 damage, the damage isn’t really impressive, but it does a WHOPPING 730 stun so ANY combo before or after this will dizzy most characters (though if this combo dizzy’s them, the dizzy combo will do jack shit for damage >_<)
note: this combo is VERRRRRYYYY strict and contains several 1 frame links (have to cancel SA on the first frame and dash immediately then 1 frame link to cl.LP, then 1 frame to cl.FP) so most regard it as a do not touch :slight_smile:

ULTRAAAAAAA:
0-3 bars:
FA->TK strike->ULTRA (500 damage 280 stun)
(note, the TK strike only adds 1 damage and 80 stun…so if you’re not comfortable with it…just don’t do it)

note, there is pretty much NO reason to waste any EX stock here…the difference between this combo and a 4 bar full ultra combo:

FA->cl.FP xx CS->FADCf->CS->FADCb->ULTRA (563 damage)
is 63 damage
however, the 4 bar combo does a LOT of stun as well (620)

for the amount of bar you’re using on this, you could have just combo’d into super for comparable damage and kept your ultra (though you’ll probably want to keep the super instead)…which if you REALLY need the damage you can just CS on wake up for that extra 37 chip damage…and if you kept your super you get an FADC and still be safe, or go for more CS for more chip or throw

note, from a jump this combo does 635 so it might be worth it since you have to Verify into the ultra…one of the problems with the FA combo is that you already know that the damage is going to be there

on a side note, with 2 bars and ultra you can do:
FA->cl.FP xx CS->FADCb->ULTRA
for 515 damage
and with 1 you can
FA->EX TK Strike->ultra
for 508
with 3 bars, you just gimp the damage below 500

I just wanted to add, shorts and jabs are very good weapons against throw-happy players.

Does anyone know whenever someone charges their focus atk on me, I freeze and just standing block? I tried searching for it but I think im just searching for the wrong words.

Yeah i had same for while,dont panic and just move out of the way.

What I meant is that my character itself sometimes freezes when Im trying to back away from the focus atk. She just does a standing block without moving back while I watch characters focus on me. Im not sure if this is a glitch or just the lag in the room. just wanted to know if others came across this problem.

Nah, it’s neither a glitch nor lag. It’s just that you were holding back near the focus attack while it was starting up. The game does the same for all other attacks once they are within a certain range of your character; if you’re holding back, your character will automatically enter the blocking animation.

The only ways to evade an FA in that scenario is to jump (backwards, fowards to get behind them, or neutral jump, depending on the FA you’re dealing with) or you can backdash away. You can also just stand there if you know you’re at a range where that specific character’s FA will whiff.

I get caught with lvl 3 FA’s sometimes, especially when using a Chun, because I’m too stubborn to just relinquish my charge.

Actually, this isn’t entirely true. In this game, you only block WHEN the move connects for the most part. See: walking backwards against a Dictator Headstomp. You never stop walking UNLESS it actually hits you. Then you block.

This is what is known as Proximity Blocking. Some moves have stronger “proximity” ratings than others. Fireballs, for example, will make you stop and block slightly before they hit you I believe. And in the case of Focus Attacks, they have a HUGE proximity rating that causes you to stop walking from farther distances than most other moves. In fact, I am pretty sure Focus Attacks have the highest proximity value in the game, which is why it’s so much more noticeable.

The key is to learn to dash back or jump away when you see a Focus Attack charging up. If you try to run away by walking, you’ll just get stuck.

  • James

This is exactly the problems I have sometimes against good FA opponents with my Cammy… I am so used to able to simply walk away from most attacks so when I met someone who use FA effectively, many times I got caught like a deer in headlight and ended up eating FA with a puzzled look on my face…

I am going use training room to see how far this proximity blocking effect is for FAs… Thanks James, this clarify one of my mental blocks in SF4…

Ahh, I didn’t know that it was a value that varies with each attack, or that there was a special name for it. Thanks. Do you know of anywhere that lists the proximity ratings of each attack?

I tested James’ proximity theory and he is correct…

I used Cammy with Ryu dummy in training mode and what I found surprised myself…

Ryu FA vs Cammy, the proximity field is 2 FULL BLOCKS AWAY (10 little tiles), HOLY MOLLY… This is very surprising for me how far it is. I also tested Ryu’s normal moves and his DPs and I found the proximity fields are at most 2 small tiles which means Cammy has great mobility to wiggle back and forth without getting stuck (I already instinctively knew about this with normal and special moves but training mode really confirms it).

Now with this revelation, I realized why I played so poorly vs good FA opponents… They don’t have to necessarily land their FAs but just their charge will limit your footsies and force you to dash away / jump / or walk forwards. This can be used as a virtual block stun, thus freeze your opponents in their tracks as long as they are within the 10 tiles distance. This fact along has opened my eyes about FAs once more…

I need to train my FAs more seriously now with this new insight…