Try using visual cues: Watch Cammy very closely. When you do Low Short -> Low Jab, watch her arm that’s punching very closely. As soon as you see it start animating to pull back, hit Short and do the Cannon Drill.
Otherwise, use audio cues. Just keep practicing the timing in your head, and form a beat, like a music beat, in your head. Taptap…tap Cannon Drill. If that doesn’t work and the Drill won’t come out, do Taptap…tap. If the Short comes out but doesn’t combo, then do Taptap…tap. Form the beat in your head and just get it ingrained into your brain.
Those are really the only two good ways to do it. Once you get taht timing down, it becomes more natural and you won’t need these cues. But to get good at it at first, they help a lot.
Here’s one that someone probably knows right away… When you dash in after a blocked level 2 focus, what does the frame situation look like? Cammy’s dash is fast enough that it at least feels like she’s +1, but I honestly have no idea.
I have problems from the left with the tk cStrike…
From the right I can pull like 4, 5 in row, form the left is no good, like 1 or 2 out of 10 tries… maybe worst…
I’m new to fighting games and don’t know all the terminology. I checked Shoryuken Wiki and I couldn’t find the term (in the Glossary). What is a mix-up? And what are Cammy’s mix-ups?
And what is Cammy’s pressure game (if she has any)?
If a character has good mix-ups, it just means they have a lot of offensive options in various situations. Basically, a mix-up is just an attack that your opponent probably isn’t expecting. For example, if you repeatedly bait a Ken player into using SRKS and then punish him for it, he’ll be less likely to do them in the future (Unless he’s a total scrub). At that point, you might be able to get away with using a hooligan throw on his wakeup because you’ve conditioned him not to SRK, and that would be a mix-up.
As for her pressure game, it seems to be heavily dependent on focus attack dash cancels and spiral arrows that are spaced so that you can quickly follow them up with a cannon spike. Also, cannon strike is amazing for setting up combos, particularly the ex version.
On an unrelated note, does anyone know for sure whether or not meter gain is curtailed on successive hits the way damage and stun are?
Ok, I have a lot of questions (mostly execution-related) so I’ll consolidate them all into one post:
I’m able to pull off simple links consistently (c.lk, c.lp, c.lk), and I can do the cancels consistently (c.lk or c.mk > h.SA), but I’m having trouble when I’m trying to put them together (c.lk, c.lp, c.lk > h.SA) and can pull it off maybe 25% of the time. I’ve got the rythm down in my head, but the cancel part of that combo just doesn’t want to come out. I’m running training mode a lot trying to get it down, but do you guys have any suggestions for why the cancel isn’t quite working?
I’m also having trouble dealing with people who are constantly in a crouching block, and I’m not seeing any “overhead” (is that the right term) moves for Cammy that would break that, so it feels like I’m stuck with hoping I can get close enough to do a throw. This one is causing me a lot of problems, even against the “flowcharts” that’ll sit in crouch-block until they get an opening to throw out a SRK, but the real problem is with Guile since he’s CONSTANTLY holding down-back to charge and punishes any attack with either a Flash Kick or that double c.hk of his. Is there a good way to break this, or is it just a matter of sitting back and hoping they get impatient (which is hard to do when you’re down on life and time’s ticking away)?
Crossups. I think I get the idea (jump over them and hit their back with an aerial attack that forces them to switch block directions, right?), but I’m not able to pull it off with Cammy at all. What are her crossups, and what do you need to do to pull one off?
This is a bit more of a general request for advice than a Cammy-specific question: I’m currently using the standard 360 controller, playing with the analog stick instead of the crap D-pad. The problem is that the stick is very sensitive and considers what would barely be movement on a 3d game to be a full button press, which makes it a bit difficult to pull off moves that require you to go from one direction straight to another (non-EX tk.C.Strikes, for example). I’m definitely going to get a TE stick if/when they become available (or try to build a stick if they’re not). In the meantime, would you suggest sticking with the analog stick, trying to deal with the crap d-pad, or grabbing a Fight Pad (one of the local stores still has one in stock, for reasons I can’t comprehend) and taking the extra cost knowing that I’m still getting a stick later?
You’re probably still chaining c.LK, c.LP, c.LK and not actually linking the last hit, that’s why the cancel to SA isn’t coming out. You absolutely must delay c.LK for a split second in order to combo.
c.LK, c.LP, PAUSE, c.LK xx HK SA
Just practice practice practice! Mess with the timing and adjust using the following observations: If the c.LK is blocked, you’re doing it too slow. If the c.LK does hit but HK SA doesn’t come out at all, then you’re doing it too quickly.
We all struggle with turtles… It’s Cammy’s glaring weakness since her only tool against crouch block is tick throwing/walk up throw, honestly. Yes, she lacks a standing or command overhead of any sort - only jump-ins, not including Cannon Strike, will hit crouchers.
Try walk up c.LK, c.LP, throw, or bait those SRKs with a block string cut short, etc. It’s rough, yeah… but you have to really play the opponent and punish them hard for every DP attempt in order to actually apply some sort of pressure.
You can focus attack the second hit of Guile’s c.HK, and if you have meter, reversal Ultra or Super between the 2 hits. The Flash Kick… you just have to bait it, or time your dive kicks so that they trade. I like getting meter and then EX Hooligan from full screen or EX SA if closer in to get in when Guile throws a Sonic Boom… though of course, these have to be perfectly timed since SB recovers so quickly.
The way I usually manage to scrape out a win against super defensive players is to take an early lead and then out-turtle them. It’s lame, but… I blame SF4’s mechanics for this. Cammy is an amazing punisher, but she lacks any tools to threaten the opponent into actually doing something.
Cammy’s only cross-up is j.LK, and it’s so unreliable - it only works on certain characters, depending on whether they’re crouching or standing. O.x So yeah, not many people use it at all 'cause it’s essentially useless…
What she can do is cross over a grounded opponent with LK Cannon Spike or HP Hooligan after a successful back throw or Hooligan throw in order to mess up their charge, but she can’t land a jump-in cross-up combo reliably.
Thanks for the reply. That’s a lot of good info that I’ll try out next time I’m playing. I had managed to get through most of the challenge mode stuff (on hard 4 now, I believe), but I hadn’t figured out what I was doing differently when it worked and when it didn’t. Also, I was having trouble dealing with people who were knocked down to the point that I felt like the one at a disadvantage if I didn’t just go for a reset position that got me out of range of reversals.
I was trying to find a move that would hit a crouch in training mode (vs. Ryu, set to crouch and block) before I posted about it, and I couldn’t even get the jump-ins to work. Am I doing something wrong, or was that just an odd function of the training settings?
It’s because training mode is dumb like that. If you set the computer to block, it will automatically adjust standing/crouching block. Like if you set Ryu to stand/block, he’ll still crouch to block SAs or c.HKs.
You can test if moves hit overhead by using the record function and just making the dummy hold down-back.
But yeah, approaching downed opponents with reversal DPs is always a tricky thing. There is no guaranteed, safe pressure on knockdown - you just have to start feeling out every opponent and bait and punish them into thinking twice about doing reversal DPs on wakeup to actually apply Cammy’s TK DK mixups.
I have a terrible TERRIBLE habit of Cannon Spiking. I do it way too much instinctively and it tends to kick my ass against a lot of players on live. I think I am going to have to go on CS rehab and try not using the move for a day or something.
Here’s an example, I whiff quite a few and am punished every time.
[media=youtube]KR61UNJMV9U[/media]
Doesn’t help that I accidentally do them when I try to spiral arrow occasionally too.
You have no mixup… at all. You need to poke and not use SA (especially the EX one) unless it’s in a combo or to EX under a SB. Random ultras are not a good idea. You’re also holding your FA for too long, you need to either dash or let go as soon as you get hit the first time or it’s just asking for extra damage. The CS was of course bad, it looks like you were trying to mash it out while you were caught in a jab string, and virtually every time on wakeup… :nono:. Just block or counter jab, that way if he screws up his links or attempts to grab you win this situation. EX CS is awful, don’t use it, it’s a waste of EX. For those accidents, try using a hcf instead of a qcf to bring out the SA.
But yeah, you need to poke and use some form of mixups.
Yo guys, whats a consistent and fairly safe way to hit the spinning back fist consistently(when i say hit i mean connect, it can be blocked), im wondering if you can throw it out in block strings.
Thx, I concentrated a lot more on jabbing/etc today rather than CSing out of everything and it even seemed to help a lot. I think I really just need to get more comfortable with regular attacks instead of relying on her specials to dole out the damage all the time.
So I’m just getting back into Cam after almost a month playing other characters. Has there been anything new discovered about her game outside of the cr.FP->cr.mk->SA combo?
Also, why do people EX TKCS after the crumple in the ol FA->fp->CS->fadc->CS combo? I see this being done a lot, and I never really understood it, your opponent isn’t going anywhere, and with the damage scaling on combos in this game, it’s not worth it. You’re adding ~30 damage to your combo for the cost an EX stock, is that worth it? Or is it just for flash?
cause you come out of ExTKCS with a advantage to do a comboing regular TKCS OR FP + CS blah blah blah even at that cost its major damage if u get it all scaled or not…plus you may not get another chance…dont be so turtleish to hold a stock…break him with everything. What would Cammy do?
Ah thanks. I’ve actually been trying to play a bit more conservatively, and it’s been hard since I like to rushdown at heart. I’ve had some success with saving up stock for more fadc combos instead of blowing them on the EXCS. I think overall I’ll get more damage out of it, but you’re right when you said I may not get that many chances in any given match.