Sorry for the late replay. from my MU not so fancy document vs Rufus:
 
Optimal Combos:
ST/CR: EX TKCS, crhp, far hp xx HK SA
ST: EX TKCS, clmp, crhp, far mp xx HK SA (2hits)
CR: EX TKCS, clhp, crmp, crmk xx HK SA.
 
Safejumps midscreen from any HK SA bnb quickstand:

  • immediate jump lk. safe from all reversals. EX messiah blocked.
  • jump mk strike (a hair higher than minimum height, f11? f12?). OS spike. beats backdash. reversals whiff, OS spike punishes both EX SS and EX messiah (ex messiah = spike hits air CH = too much damage).
  • jump hk strike (switch position) OS HP SBF. wakeup reversals whiff. HP SBF will punish both EX SS and EX messiah.
     
    Safejumps midscreen from any HK SA bnb no quickstand:
  • immidate jump lk. (jump back lk again).
  • after jump lk no quickstand, jump back hk strike (mid height) 50/50 crossup. OS SBF.
  • after hk strike (switch position) no quick stand. jump back hk strike (mid height) 50/50 crossup. OS SBF.
     
    corner setups after any HK SA bnb:
  • quickstand: jump mk strike fake crossup (a hair higher than minimum height). OS spike. reversals whiff, OS spike punishes both EX SS and EX messiah (ex messiah = spike hits air CH). cannot FADC out. if they wakeup FA. it whiffs = you can OS it like any dash forward. they need to HOLD focus for a while till your OS is out then punish you. (side note: i compiled a list vs all characters. to strike in the corner that will either force whiff wakeup FA. OR the FADC will be forced to go in the wrong direction. they FADC back INTO the corner = cammy can punish. Rufus is one of the characters that cammy can make his corner wakeup FA completely whiff. this is to stop/punish people from getting out of the corner if they use FA dash forward on wakeup.)
  • quickstand: Neutral jump hp. safe vs everything.
  • quickstand: high mk strike (not too high :confused: ). OS hp sbf beats EX messiah.
  • no quickstand: delayed jump back hk strike 50/50 crossup. or immediate jlk. both are safe.
     
    OS notes:
  • for oki os after hk sa its already covered above.
  • meaty crlp is safe vs Rufus. you block EX messiah and everything else whiffs. OS sweep to beat backdash. crlp, crlp OS sweep, st hp xx hk sa. or crlk, crlk OS sweep, st lp, crmk xx hk sa.
     
    Backthrow:
  • f~stmk, jhp = unblockable. can be crouched. loses to EX SS (worthless 1hit of EX SS 15dmg?) OS hp SBF beats wakeup EX Messiah. not recommended to OS here.
  • walk whiff stlk, jump hk strike. crossup.
     
    noteable unsafe normals:
  • crhp: ultra punishable on block. from 1 to 1.5 training floor squares. from far you can focus dash forward Ultra. focus dash forward crmk xx HK SA. can be whiffed punished by far hk (hard)
  • close hp: always always spike after blocking clhp. it doesn’t matter if they cancel it into GT or not. always spike it on block. its -7 on block = spike punishable. clhp xx GT is not a true blockstring. spike will always interrupt it. if you ever block clhp. SPIKE! train yourself to look out for it. this happens very often vs Rufus. i guess it’s hard for Rufus players to confirm their bnbs from dive, stlk, clhp xx GT.
     
    unjumpable blockstring:
  • crlk, crlk, crlp, crmk
  • crlk, crlk, crlp, far hp
     
    CR Rufus, CH combos:
  • CH crhp ultra
  • CH clhp, crmp, crmk xx HK SA.
  • blocked crlp, CH clmp, crhp ultra.
     
    chip scam: NO. doesn’t work on Rufus.
     
    FA lvl1 block/hit/Ex messiah FADC back… U1 punish: yes/yes/yes (ex messiah lk FADC back is u1 punishable on block)
     
    Rufus mp+tech to beat EX TKCS:
  • crlp, jump back EX strike.
  • crlk, crlp, EX TKCS (end with ub direction or up direction, delay 3k press)
  • any CH setup. crlp, crhp. crlp, cr/clmp/hp…etc
     
    Extra random notes:
  • Ex messiah goes over cr cammy. let them respect your block strings. abuse low strings. punish with MK arrow/ or spike. try to find the max punish when EX M goes over you.
  • try to not whiff or minimize whiffing any slow recovery normal vs dive kick characters in general. dive > slow recovery. dive > low pokes.
  • make spike your first AA reaction to jumps. generally avoid using AA normals. delayed dives > AA normals. for a cammy player i guess you already know this.
  • blocked EX messiah + ender:
  1. if blocked and not point blank. ex sbf goes thru all messiah enders.
  2. delayed none reversal spike beats everything. even delayed lk ender.
  3. no delay lk edner block/punish with your best meterless st combo. I use clhp, far hp xx hk sa. if they have 3bars. lookout for FADC back for the U1 punish.
  • crhp+tech beats low dive/throw mixup. this will lose to frametraps. mix your defense with crhp+tech. tech+FADC back. spike. block. Jump back air throw… NEVER i repeat… NEVER stand throw when pressured.
  • random come back factor. the more you hit Rufus the riskier it becomes. too many easy ways to land ultra.

Thanks alot sir, time to practise this stuff :slight_smile:

Also I just started practising the Yun matchup and I noticed that Cammy can’t do much on his wakeup.

i tried:
EX TKCS > cr.HP > far.HP > HK arrow
cl.MP > cr.MP > HK arrow
cr.HP > cr.MK > HK arrow
cr.LK hitconfirms
cr.LP > s.HP > cr.MK > HK arrow

the crossup j.LK will never work since delayed DP’s will beat it clean everytime (autocorrect)

If I try to aim for a crossup HK Divekick I will usually end up in front with the DP in my face. Late Divekicks are safe against reversals but even if they hit I can’t combo of it.
I don’t think the neutral game is too bad but once I knock him down I actually feel at a disadvantage. Backthrow Setups are easy though since I will always go for the unblockable or safejumps/emptyjumps into cr.LK.
I either totally fail to time my stuff right after HK arrows or it is really impossible to pressure him lol.

block the overhead and take the mix up? seems better then taking garunteed demage,

duds has an unblockable vs cammy :slight_smile: FYi

Thanks! im trying to grind that match as much as i can when i can since i hate rufus and well dont get to fight him very often.

after EG rufus raped me ive been working on it a lot.

we should play more! add me?

Yun’s wakeup is pretty good against Cammy. You can do a safe divekick and OS U1, EX hooligan, or hk spiral arrow, this should counter everything and you can do the safe divekick after most combos. st.mp, cr.mp xx HSA is too small, he can DP that, use combos that have more pushback. I think cr.hp, cr.mk/mp xx HSA is the largest combo you can divekick after, though i still generally use the Sako combo if possible since I usually just use jab pressure or something on their wakeup. Going for the divekick on wakeup is also a bad idea if doing so puts you near the corner. You should be able to combo off of a safe divekick hit. If you’re using U2 then the EX hooligan is easily worth the bar because it does almost twice as much damage as HSA and the oki is better.

In general, it’s better just to use regular pressure. He has low health and can’t make his reversal safe, you have to just play on that, not Cammy’s established vortex except during setups. This is also the best time to spend your meter, I think, either with low EX divekicks or DP FADC dash forward.

The fa crumble setup?

Lol thawk has an inescapable ub os U2 vs cammy after spd. Seriously. But maybe its impractical or hard to time.

Yes. By now we should recognize the spacing we are at after bnbs. Combos that leave u closer are generally ending with far hp, close hp, far mp into hk sa (vs some characters you will be left further away. Like cammy, standing deejay, makoto… And others). To safe strike yun I use mk strike (mid height) os hk or mk sa. Didn’t try ex hooligan. 1 I don’t want to use meter. 2 It doesn’t cover all the options. 3 weird auto correct motion.

hk strike will crossup only if they hold back. Yun can walk away if they hold the other direction. Ex strike can crossup proper though.

For combos that push/leave u a hair further away. I would use hk strike (little higher then minimum height strike) with the same os options.

from Backthrow, mk strike crossup. I do time it manually vs the twins. Walk. Pause. Jump mk strike.
Or
Safe jump jlk (crossup), straight into crhp (combo). Backthrow, delay whiff crlk, jlk, crhp. Beats everything. Yun takes damage even if he fadc forward. (crhp hits him). Can’t backdash. Can’t reversal. His only option is to block your crossup lk and take the next mixup.

I’d love to although I’m pretty sure you’ll murk my Rufus in a long set. I don’t mind if you don’t. I’ll add you later today.

Hey this may seem strange but this thread is the most active in the cammy forum so I figure I would go for it. basically I wanna grind this match out it with any decent/strong cammy’s that play on PSN. I play Sagat if u don’t know who I am or if u couldn’t guess by looking at my avatar. Im also going to make a challenge thread but figured I would post here too. I would appreciate anyone willing to record matches and put them up as well.

This is going to be a really stupid question, but please answer seriously. A little background first.

Currently, I’m a Cody main (I alt Yang for fun though) and was thinking of taking a look at the rest of the cast to see if I like anyone else. So, I got to Cammy. I really like rushdown and frametrap/mixup characters. One thing that struck me about Cammy is that she flows very very nicely. Her links and most things about her remind me of Cody, but with a decent wakeup game. My question is this: do you guys think that if I picked up Cammy it would be because I enjoy her as a character or would it be because she’s “faceroll” good? Some insight on why you guys picked her would be nice as well.

I know “pick who you like” but I was curious what you guys thought, since I’d like to not misrepresent legit Cammys, if at all possible. In all honesty, I do like her flow, but I can’t tell if it’s her that I like or just me accidentally tier-whoring. I’d also like to mention that I still love Cody, no homo.

I actually already decided to play her a few months before I SF4 since I saw Justin Wong playing her and was like WOW I WANT TO PLAY HER. Then later on I saw best of Sako and creamed my pants. When I finally got the game + a fightstick (derp 2012er) I actually tried to main her but I was utterly shit (reaction + execution) so I picked Juri since she seemed to be easier (sillyme). Then I think ~8 months later I got back to her and tried to learn her properly. Her Wakeup game isn’t that good though. Of course she has her DP which can be easily safejumped or crossupped so in the end it’s not that good. SBF is nice too sometimes just to avoid that EX DP chip but thats it. Actually I really liked how shes designed, how she looks and her toolset is quite simple yet probably the archetype of the defensive metagame of sf4.
I also love her Bison Custom outfit (:PP HNNNNG)

lol I think you should stop being such a punk. Play who ever you want to play.

For me, I played vanilla SF4 near when it first came out at my friends house and tried out a few characters. Thought Cammy felt the most natural for me. I’ve stuck with her for all versions of the game. I remember the seikuryu, faux, jchens era on here.

Instead of double posting, I figured I’d just edit this one. Anyways, is there a use for Cammy’s cl.HK? I thought it might be ok for an anti-air, but it’s so slow and the recovery is horrible. Do you guys have any thoughts on this?

From what I was told it’s a move that you should try your best never to use. Your gameplan shouldn’t be to get a knockdown and vortex but to avoid hitting cl.hk that move is a piece of shit.
I would rather eat a bowl of nails, WITH NO MILK, than hit that move during that match.

Situational anti air normal. Useless and punishable on hit vs grounded opponents. - 7 on hit… :confused:

cl.hk is great for looking like a moron

Just wondering.
I’m trying to practice crossup divekicks on most of the cast. The problem is the divekick will land on the other side without crossing up very often so I decided to record and block the setups myself. The problem is idk how to make the computer quickstand while recording. So I can’t manually time it.
Very noob question I know but how do you guys practice crossup divekicks?

I need some help on fighting Cammy.

Her move where she spins through the air (this window avoids fireballs) and attacks you. What can you do to counter it? It seems safe on block.

I also want to know what to do against her move where she goes all canon ball and flies at you from across the screen. Is it unblockable?

Oh man.

Spin Knuckle is plus frames on block, don’t try to press buttons after blocking it unless you want to risk throwing out an invincible move. The EX version is completely invincible except against air throws until her feet touch the ground, then you can hit her. The regular version is mid body invincible unless her feet are on the ground, which happens at the beginning and end of the move, so if she’s in the air and you want to hit her, throw out a big move like an ultra, hit her in the head, or just wait until she lands and then hit her with basically anything.

EX Hooligan has a huge grab box but cannot grab crouching opponents. The easiest way to counter it is with a crouching jab. If you’re Akuma or somebody with a good AA normal while crouching, then consider doing that. With practice you can dragon punch it pretty easily. If you aren’t crouching when she comes in at you then you are almost certainly getting grabbed.

Here’s a simple question from a noob (Last time I played any SF regularly was SFII…on the SNES).

What the optimum timing for pulling off a normal cannon strike? While I might manage to pull off the EX version in training with some frequency, my attempts to perform a normal one are hapless at best…clearly due to my messing up the forward jump/key combo.

Cheers!