Cammy Q&A: Ask simple questions here!

Yeah me2,to bad u and most other’s are on xbox:(

WTF hax0r balrogs ex slide punch knocks cammy out of ultra?? Never happened to me before except today an it happened twice… Wow what else can balrog get away with

Maybe this question is a bit more general but, I’m really loving my time with Cammy, although my execution is well trash :sweat:
I was reading around and came across someone who said something along the lines of practicig normal and hard trials on a daily basis to improve execution alog with average amounts of fights of course. So k thought about it. Wouldsomeone who is in baby steps in playing cammy/execution wise benefit from doing something like this? I just find it odd that I’ve been lurking around and never seen this suggested(specifically anyway, as far as I’ve seen)

Is there any way to beat airborne tatsumaki senpukyaku? While being in the air, of course.

Depends what angle you go in at. Almost anything can beat it if you go in at an angle that doesnt make contact with their feet. You can even air grab!

Some times cs can at least get you a clash at a certain angle.

I have once been able to cross up ryu during an airborne tatsu with a j.lk.

I messed around with close Standing Strong a bit yesterday. What I’ve discovered is that it’s not as useful as I had hoped, to be truthful. Not saying it isn’t useful, but for some reason, it kept getting better and better in my mind. :rofl: I DO really like it, though, to make sure things get mixed up. One of the things Valle taught me a long time ago is to mix things up, even if it means using a lesser option, because it just keeps opponents from getting comfortable with what you are doing. Keeps them on their toes, essentially.

So after a TKCS, Low Short is STILL the best option if you want to poke. It comes out 1 frame faster AND hits low, which makes it really much more useful. Plus, after a Blocked Stand Strong, you do usually end up a bit farther away than I like to be, though having two free frames to walk up a bit is nice.

I did find, however, one REALLY nice sequence with the Stand Strong. I do TKCS and then Stand Strong if it is blocked. Then I do Crouch Jab, which comes out in three frames (so after the two frames of freedom, the only thing you can get hit with in between is a DP move). After the Crouch Jab, you are in perfect range for the opponent to get antsy and so I throw out a random Low Fierce after a blocked Crouch Jab. You are giving them 5 frames to accidentally tap a button, and Crouch Fierce really overrides a lot of moves. And so if you have a Super, that’s a free link into HK Spin Drive Smasher. And if you really need to win and you have no Super, you can look for the Counter Hit and link into the Ultra.

Crouch Jab blocked is a good lead-in to Crouch Fierce all the time, but for some reason, that particular sequence seems to make people antsy, so they stick moves out a lot after the Crouch Jab. shrug Worked for me fairly well last night, but we’ll see if I have continued success with it.

  • James

Hmm, Guess I failed at reading frame data when I said Standing Strong was as fast as any light kick. I’m just going to blame that on alcohol.

Anyways, yes, to my dismay, I also noticed a blocked Standing Strong would push me a bit too far away to follow up with another TKCS, I was really excited about that one. That Crouch Jab sounds really good, too bad it doesnt work on every character. I guess you better find out who it works on before doing it or you will end up whiffing.

I also tried Crouch Fierce after a blocked Standing MP. Seems to me people just clam up after blocking a Standing Strong in general for some strange reason. If Crouch Jab opens them up, that would be nice, but too bad it doesnt hit everyone :frowning:

Gotta mess with this. I find myself rarely using mp at all, same with c.hp.

I do want to try utilizing c.hp as effective anti-air, but its hitbox seems a lot more horizontal than it physically looks.

Same here. I’ve been trying to work both of them into my game more, but I seem to be using them in all the wrong places. :annoy:

But from my experience, to use c.hp as anti-air, you have to press it way earlier than it seems like you should, and it doesn’t seem to work against everything. I’m not sure where it’s a better option than CS.

Somebody needs to teach me how to play this game. All I can do is cs fadc cs. And even that’s inconsistent. Help… please.
:xeye:

So I just started playing cammy and I’m wondering; Quite often I see people do a cannon spike just after touching the ground after a spiral arrow. It seems cannon spike can even be linked after a hk spiral arrow (faux123 has a video up where he does it, [media=youtube]hGLLyeXVxSc&feature=channel_page[/media]).

How is this done? I messed around in training mode trying to find the timing, but I have no clue.

As I said before, I’m incredibly noob in regards to Cammy(and everyone else but ya), since I’m still in my baby steps. Just how much effort should I put into incorporating TKCS into my play? I can do it at like 70% when I try and do it. It’s just during play it never crosses my mind. Maybe I just don’t think fast enough yet but I’m just curious if I should try my best and throw em in there or just stick to getting used to her other aspects first? One of my main reasons for asking this is because I noticed in regards to TKCS combos they usually involved doing more than one in succession and that just throws me for a loop for now :stuck_out_tongue:

while the sa is in execution keep pressing the keys to execute the cspike more times, if thats what u mean

That works, but it still doesnt combo because the opponent is thrown to the ground by the spiral arrow. If you look at the 15 second mark in the video and watch the spiral arrow, it is comboed into a cannon spike. This is what I want to learn.

For cannon spike to connect after HK spiral arrow you have to throw out the spiral arrow so it’s meaty. If you look at that vid, he does a SA while the opponent is waking up so that only the last active frames of the animation hit. Basically this reduces your recovery enough that your cannon spike can execute immediately after the SA. If your HK spiral arrow is connecting as two hits you’re doing it too late. I’ve also seen some people doing a whiffed sweep immediately after knockdown before starting the meaty SA, my guess is so you know when to time the meaty SA properly.

This probably isn’t the answer you wanna hear, but… you really can’t play an effective Cammy unless you learn the TKCS and where to use it. It is, basically, her best weapon.

Without them, her Throw games aren’t very useful (Throw or TKCS is a very common guessing game she plays with her opponents). Without them, she has no way to chip damage easily (against people scared of TKCS, sometimes you can even pull off 3 or 4 in a row and they will block them all!). And they are really useful in disguising Jump-ins from 3/4 a screen away (being able to TKCS or do a Short Cannon Strike part way upwards in your Jump really keeps people having to guess when you are actually gonna jump at them. I get away with a LOT of free jump-ins against DP characters thanks to the Cannon Strike).

So learn where to use the TKCS. Without it, I don’t think she can win very effectively at all.

  • James

Thanks, that did it. Just have to hit with cammy’s torso instead of the boots :smile:

Better to hear it and play her right than not at all :smile:
I guess it’s better for me to get used to it now in the beginning when I basically have no strategy :stuck_out_tongue:

tnx for the advice/help