Cammy Q&A: Ask simple questions here!

So I thought I was pretty knowledgeable about Cammy combo’s and links and cancels, I’ve watched Allens vids and Sanfords and DJB etc. I was in training mode yesterday working on hit confirming into super and such, and I was trying to figure out some air resets into mixups. Does Cammy have any resets that let you play the Akuma style -air reset normal to demon flip mixup- I was trying to do DP FADC into normals or something, and it seemed that no move anywhere even had float properties. Even a max range drill in the corner where you can DP afterward wasn’t letting me do anything. I swear I’ve seen some people play some mind games, but a lot of that may just be with Instant CS’s, and I can’t recall if i have definitely even seen any reset technology

Besides the HK spiral FADC mixup stuff, are their any reset scenarios I don’t know about? or is she just lacking entirely in this category?

Well i know after an air to air HK/LK you can cross under your opponent, thats the only one i can remember at the moment, check a couple pages back the dude with the akuma avatar posted some answers to that exact question.

well, there is the cross-under after you pop them up post crumple stun but i don’t get the idea that’s what your talking about.

Yeah, Cammy has NO UNIQUE MOVES that set up a Free Juggle. All of her Juggles come from her moves having natural, inherent Juggle Properties… and she only has three moves at that (Cannon Spike, Super, and Ultra). Outside of those moves, nothing of hers Juggles.

The only thing that will let her Juggle with a Normal move is the anti-air Focus Attacks, but again, that’s EVERY character, not something that is unique to Cammy.

  • James

some crazy resets by DBC:

[media=youtube]3MivgT9Y248[/media]

and there are two resets/stuff im working on… one that involves c.mk into hooligan… and another one corner FA c.mk/mp, SA its kinda weird to describe… but you end up with crossup underneath through the arrow motion…

Interesting.

People do get sloppy when they have to input a lot, and FADC, requiring all those inputs, raises the bar above most people’s heads. Well, at least mine. I tend to be quite relaxed for normal BnB’s, but when FADC has to go in somewhere, shit goes wrong fast :slight_smile:

My analysis on the issue seems to be that getting an FA out is actually quite easy, just like you said. Hit the buttons after inputting the special and you’ll ave it. But the bad part is that the dash should be done INSIDE the FA animation. Now that’s messing you up, because you can input the FA anywhere, but you can’t dash anywhere; the dash is very strict about it: has to be after the FA animation (not the input), and thus has to be when the special is active in cancellable state, and not yet out of it. tighter window there.

What you wind up with mashing dash to early is simply: special cancelled into a whiffed FA. That’s the tell-tale sign that you actually input FA too early. but leniency makes you think otherwise.
I don’t fail when i expect to do a special in FADC, but I do fail when I buffer a special (SF4 this is), then because of the off-timing due to buffering, also input FA too early (which works) then off-timed again inut dash too early which results in the FA whiff.

Once again it proves that leniency (buffering in this case) doesn’t pay off much at higher levels. You need strict timing here to maintain the rhythm.

I try to train myself not to let go of the FA unless i have fully dashed. In fact, unless im FADCing into an ultra i dont let go of the focus attack at all.

Actually, if you make sure to hold the buttons for the Focus Attack down, you’ll run into this a lot less. It’s also hard to actually dash too early. As long as the Focus Attack has started, you can Dash. Now, if you’re dashing too fast so that you are actually finishing the input before your move actually gets Focus Canceled, it just means you are dashing too early. Again, FADCs are actually slow and fairly methodical, much more than you think. Slow down, take your time, and Dash later. Combine the Dash with the Ultra motion instead of combining the Dash with the DP into Focus Cancel. That’ll help you piece it together more properly. And if you hold the buttons for the Focus down, you won’t attack too early by accident.

  • James

I always have the feeling that you need to start the FADC before leaving the ground, because it wouldnt be logical not to :slight_smile: Since a spike or SRk rises so fats I try to do it that fast. Although reality indeed doesnt require that.

^yoga tower…what do you do…hooligan whiffs and gets thrown…everthying else whiffs but jump ins and he can just sMP of back HK those…this gave me some trouble I went to the point of switching to akuma just to scrape on him for awhile because his taunting got old.

Yoga tower is a psychic move on Dhalsim’s part. He cannot just throw it out there. Lately, I’ve had lots of practice against a good sim player and to beat it, you just need to add a slight hesitation to your moves. If he expects a HK spiral arrow, then dash forward and use LK spiral arrow instead. The dash part adds a slight delay, so by the time the arrow hits, most sim will let go of the buttons and get tag by it (Of course sim can counter this just by blocking since the slight delay gives him enough time to block). Same with C.strike, instead of quick c.strike (on the rise of the jump arc), jump first add a slight delay then c.strike (On the downward arc of the jump arc. Of course sim can counter this with his normal anti air). Once the Sim player realized he now can’t just throw the tower out there, now we are in the fun part of the match, where both of you are trying to read each other’s next move… The time I use hooligan against Sim is when his limp is stretched out or when he spits a fireball too close. Since you can’t control hooligan’s speed once its out, Yoga tower is a good counter against it, so don’t use it outside of those 2 situations.

Once you score a knockdown, sim’s is in deep shit! He has no answer to Cammy’s quick strike/TK strike/ throw / FA mix up game.

^once I knocked him down it was free…I hooligan/threw him to death if he teleported I just let the hooligan slide and knock him down…but he had yoga tower to counter me full screen…he wouldn’t throw fb’s once I had a meter. Thanks for the dash up advice…I guess I need to play more solid.

you can also use option selection SA to beat teleport

So one thing that really irks me…why is HK Spiral Arrow (or any SA really) only cancellable in the first few frames of the move? FADC is supposed to be a defensive tactic and not just offensive and I really hate when I miss my BnB and go into HK SA only to see it blocked and I can FADC ;__; SA cancelling only seems useful if you plan for it on mixups but otherwise it won’t get you out of a jam =\

I’m a huge fan of FADC’ing out of HK spiral. I think it DOES get you out of jams simply because of TKCS. Whenever you FADC out, YOU are the one in control because you put the opponent in a guessing situation, and to make the situation even better, you got TKCS. It beats out so many things… crouch option select, short, throw. If they happen to block it, you get to start your tick throw game which can lead to another tkcs chance. Landing one tkcs combo will change the tide of battle! I’ll even FADC out of spiral even if it hits cause its so great (or i failed to confirm the hit).

And about the option select SA to beat teleport, I think i remember reading a while back, that even HK spiral wont reach the teleport, so you gotta use option select SBF. Not really sure though, someone confirm it :slight_smile:

SA option select beats Dhalsims teleport on wakeup (backward) and M.Bison… (and probably seth)… it ends up being a meaty SA… you can follow it up with CS (FOR FREE)… and if you have meter FADC Ultra :slight_smile:

it doesnt work on Akuma tho

you have to replace SA with Ultra for it to work against Akuma… :rock:

comboing after SA FADC is not really worth it… damage scaling will be so low… its just a waste of meter…

i mean: c.lk, c.lp, c.lk, HK SA FADC, c.lk, c.lp, c.lk, HK SA (for example)

What combos are there with Cammy?

The easiest one that seems to land is c.lk, c.lp,c.lk xx h.sa
But it does so little damage.

The only other combo I can land is c.hp, c.mk xx h.sa (but thats only after a focus attack or if they’re doing quickstand and aren’t expecting it).

What combos do you do for high damage output? (Seeing that if I fight against someone like Sagat, his one Tiger Uppercut = my BreadandButter, or even more)

well anything that ends with SA knockdown is GREAT… because it leaves you close to your opponent so you can go into wakeup games… strikes/throws/cannon spikes and what not…

BnB is c.lk, c.lp, c.lk, HK SA… other iterations c.lk, c.lp, s.lp, HK SA… or c.lp, c.lp, c.lk, HK SA… or c.lk, s.lp, s.lp, HK SA

you can also s.cl.lk, s.cl.lp, s.lk, c.lk, HK SA (works on shotos)

TKCS combos:

TKCS (EX multiples), c.hp, c.mk, HK SA
TKCS (EX multiples), s.cl.mp, c.mp, HK SA
TKCS (EX multiples), s.cl.HP, CS (could FADC CS/Ultra here )

there are so many other combos… but the most damaging without meter is c.HP, c.mk, HK SA

j.HK, c.mk, HK SA
j.HP, c.HP, c.mk, HK SA
j.HP, s.cl,HP, CS FADC CS (if you have meter + ultra then FADC Ultra)

u can also cstrike hp cspike , if u can delay the strike then u can link other stuff

Also for new cammy users you can also use the spin knuckle to hit an opponent into a corner and then follow it with a cannon spike. i use this when ppl throw a projectile near the corner so i can deal some ok damage. i recommend using the medium spin knuckle.