Cammy Q&A: Ask simple questions here!

It is Visual Basic (VB).

ha , i did it aswell but was looooong time ago

Hmm, wookie. I gave your app a try. It’s cool, but for some reason it feels a lot faster than the game. Maybe it’s because I’m pressing keys on the keyboard instead, but the low short to low jab feels too short.

That’s what I thought too. Feels too fast. Based on the frame data crLK takes 14 frame + 2 frames of hit stun. If each frame is 16.666 ms (60 frames per second) then that gives you about 0.26666 seconds to just link, let alone cancel, into crLP. I think there may be something to the idea that while the graphics get updated 60 frames a second the underlying engine may not.

Edit: and the frame advantage on hit for crLK is less then the startup frames for crLP. Wouldn’t that mean that linking crLK to crLP wouldn’t even work? Am I reading this wrong or is there a possibility that all of this frame data is screwed?

To link, I think you’re right. But you can cancel the move pretty much anytime on the recovery frames. So with crouch short, we’re looking at 14 total frames and 6 frames are active and startup, leaving 8 + 2 frames to use low jab. There’s 10 frames of opportunity there. At least I think…

So if I’m correct you can’t mash the lk to lp as quick as possible, you have to wait at least 6 frames to hit lp.

I have frames 1-3 as too fast, frames 4 to 14 as a cancel and frames 15 and 16 as a link. Are you saying no cancelling during the active frames? That makes the window even smaller than it is now.

Though playing with this I can definitely see a huge benefit if we get it nailed down. You can run through the combo many more times in a shorter period of time when you don’t have to worry about maneuvering into position and waiting for spiral arrow to finish and waiting for the dummy to stand up, etc…

Hmm, I guess you can cancel in active frames, but I’m not 100% sure. Just feels like the window of timing is real quick.

I totally agree. Perhaps I should be adding 1 extra frame to the beginning? Maybe when you press a button in frame X the startup frames don’t start until frame X+1

http://www.mediafire.com/file/nnxdyzjyuql/LinkTest.exe

I added the extra frame. I didn’t think it would make much of a difference but after trying it out I think it feels a good bit more accurate.

wow this is starting to get cool. Any chance we can get stick inputs? or maybe we can do keyboard mapping? I think the timing is pretty close now.

edit: I just realized I’m using a wireless keyboard. I wonder if that makes a difference? Probably does lol

I’ll try to look into grabbing stick inputs sometime this weekend, probably using directx.

Think you can only cancel in active frames, that makes sense

Sorry that this is my apparent first post, I have forgotten my un and pass from the old CvS2 days apparently.

I have a billion questions to ask really, but let me start with the one in the forefront of my mind:

What is the point of Cammy’s BnB c.lk c.lp c.lk combo? c.mk has longer reach, is way less difficult to deal with since it’s not a link, and does more damage into the same set ups (most often H.SA)? Is it simply that it’s easier to hit confirm and that’s it?

When it comes to EX tkcs, I know you can string them all day long, but is it worth the burnt meter to drain them all for a combo?

When you go for a blind cspike (btw always hk version?) and let’s say your ultra is activated is it expected you dash forward or back out of a fadc depending on hit? I find this impossible to judge. Of course forward lets you spike again on hit or mixup on block, while back lets you ultra on hit or… just escape on block…?

Theres players who can probably answer these better but I’ll give it a go:

For her BnB, cr.lk comes out twice as fast as crouch mk and you’re at less of a disadvantage if its blocked. Also its quite tricky hit confirming cr.mk into spiral arrow only on hit and not also if the crouch mk is blocked (at least for me anyway) and if the arrow is blocked you’ll be badly punished. With the BnB you can use it as a block string and only do the arrow if you’ve hit the opponent, otherwise you can push yourself away to safety, or you can end the various hits and go into a tick-throw.

Doing multiple ex-strikes is definately a waste of meter, I don’t recommend it. Unless someone taunts you and later have meter to waste and a big lead and can do 4*ex-strikes into ultra like I did a few days ago to someone lol. But really you’re better off going from the first ex-strike into a normal combo.

I’d backdash, if you can ultra good but if they’ve blocked your safe, its win-win.

Another advantage to using c.LK c.LP c.LK is that it hits low and catches backdashers (which JChensor has pointed out to us in the Cammy forum a lot :P).

But yeah, I do think that calling it a BnB is a bit of a misnomer… BnB implies highest damage option or a combo that you’re actively trying to land, but really it’s just a good hit confirm combo or block string as Ixion described. Cammy’s real BnBs are s.HP xx whatever, c.HP c.MK xx HK SA, and your aformentioned c.MK xx HK SA, IMO.

But for some reason there’s this tendency of a lot of SF4 players to go for these strict jab link combos when they’re not even being used as a hitconfirm or pressure string, like in punish situations (?!). I definitely agree that c.MK xx HK SA is a much better punisher in most cases, since it’s simple, has better range, you get that knockdown anyways, and there’s no risk of the hits pushing out so the combo whiffs.

Yeah, you use it in situations where you aren’t 100% positive you are going to hit the enemy. Otherwise, if punishing a whiffed DP or something, YES, do something else. That BnB doesn’t do much damage, but on Block, stopping at the Low Jab gives you +1 on Block, so you have a 1 frame start against the opponent on your mixups. In other words, if they end up Blocking it, it’s easy to stop in the middle and apply pressure in other ways.

Never. It’s almost never, ever, ever worth it to Combo more than one EX Cannon Strike in a row. One EX into one Regular is about the limit of multiple Cannon Strikes in a Combo.

It’s really VERY situational. Uppercut into FADCb is hit confirmable into Ultra, true, but oftentimes, you may hit the opponent so far that the Ultra misses. A lot of people ask me why I like to do Cannon Spike FADC into Cannon Spike FADCb into Ultra, and it’s because it’s GUARANTEED to have the Ultra connect that way.

Also, Uppercut into FADC forward is a good mix-up game for Cammy. You can do another DP to hit counter attacks, a TKCS to stop Throws, or go for a Throw period, It allows her to keep up the pressure.

Against certain characters, though, it’s better to do FADCb just because you wanna get out of their face.

Lastly, it also depends on situation. If I’m ever really far down in life, and I need that comeback, I’ll go backdash EVERY TIME because I want to land that Ultra. It’s my gamble to win the round. If I’m up in life, I’ll oftentimes save the Ultra for when I have more of it, so it’ll do more damage and I’ll FADC forward instead.

So it really all depends. There’s a time and place for both uses, really.

  • James

simple questions

which move is Laser Slicer? is that the one from the air?
and which move is canon strike?

spiral arrow is like hadouken motion with kick right?

Laser Slicer = the slide kick Cammy has from hooligan when you don’t cancel the hooligan with throw.

Cannon Strike is the air dive kick.

You’re correct about Spiral Arrow.

Thank you

Does cammy’s air throw have the same properties as guile’s? I swear I’ve seen him air throw Blanka’s ultra, so I keep trying to do this with cammy, only to look like “ooh shiny jumps and eats ultra