Cammy Q&A: Ask simple questions here!

Oddly enough I am starting to have more success with that than I used to, still flaky on it but I’ll take any improvement I can get.

Yea, that’s her ultra, the shot is taken when she tumbles away from lying opponent.

Okay, so I’ve finally started to use Practice Mode and thus I at least know what all Cammy’s normals look like now. I’ve also practiced (in Versus) to the point I no longer have that much difficult doing Cannon Spike on the player two side and where I can hit c.lk, c.lp, c.lk somewhat reilabily; I still can’t do TK Cannon Strikes on pad consisently (yet) and I still have trouble comboing off juggle people off anything but Cannon Spike, and that’s only into FADC forward Cannon Spike.

That said, it’s kind of difficult to know uses of her normals (and other things) and such without any comp. Is there any particular way that I should be using Record? Right now I’m just using it to test out (EX) Spin Knuckle (and EX Spiral Arrow) like I said I was going to do earlier.

Hi friends!

What do you think is Cammy’s best option to stop a cross-up that she can see coming, but cannot cannon spike. I’m bad at spiking on reaction, and even then, it might whiff or lose on well placed cross-ups.

i have following options under investigation:

  • C LK: ducks the attack and counters on landing opening opportunity withut the need of timing (can be spammed)
  • S MP: the close version hits vertical which seems good, and is fast. resets the opponent.
  • S HP: stronger and as good, but timing may be trickier?
  • S HK: very vertical but also very weird.

Blocking is no option, even if I can read the good direction it ends me up into mix-up city where I need to either counter a throw or block low attacks. I tend up losing the equation.

Other options? Or is C LK and S Mp really the way to go? I tried it a bit in training and it seems to be okayish, and at least trade. But then again, real players might space differently.

Focus absorb the cross-up and dash the other way should work. Otherwise close MP or close HP are probably the best bets, you could try close LP, the timing is tricky and obviously it doesn’t have the range of the others but you can cross-under them if it connects.

Acku,

I suggest you learn to cannon spike that. I spent a period of maybe 4 or 5 days cannon spiking, or trying to cannon spike every jump in. Generally speaking nobody should jump in for free. Cannon Spike from crouch is godlike.

If this is on wakeup, then Cspike or any other move isn’t a good option. One thing you can keep in mind most crossups use short or forward, so you can actually block their crossup, and spam cannon spike and hit them before they can do anything. If you’re talking about crossup tatsu on wakeup, that’s cannon spikeable.

and how about gen crossup on wakeup? i swear he beat my cspike and was impossible to block

Can you really cannon spike a jump-in that comes from close distance? The time you have seems a lot shorter, and the timing is a lot trickier too. If you do it on reaction you do end up taking chances that it will whiff the wrong side, no?

there is nothing that beats Gens deep crossup on your wakeup… (as far as i know/and tested)… you can only EX Spin Knuckle or EX Cannon Spike to escape… (even FA doesnt work in this situation i guess)… and auto-correct Cannon Spike doesnt work here either… (remember, we are talking about DEEP crossups with j.mk)

best option is to just block… if you have meter and in the corner then go with one of EX moves SBF or CS (preferably)… hopefully it wont leave you open for further attacks :shake:

What is the best follow up when I hit neutral jump LK ? I mostly try a grab. Is there other things I can mix it up with ?

depends on how the neutral jump lk was executed:

  1. you used it as an instant overhead (quick jump and mashed the LK on the rise), then there’s NOTHING you can do except pray because now you are in recovery frame all the way down to the ground…

  2. you used it at the peak of the jump, then you can try to mash grab as you mentioned. based on my own experience, its seemed like its even frame (0 frame adv)

  3. you used it on the way down and close to the ground, then you can follow it up with cr.lp, cr.lp, st.far.lp->HK SA or variations of lp/lk bnb…

neutral jump lk can be useful vs characters with WEAK wake up options (ie, Dhalsim, Abel, Chunner, M.Bison, Rose and Gouken) and it can also be used as a final chip/instant overhead when they are not expecting it…

Hey guys scrub here with a quick question:

Where can I find Cammy’s frame data? Eventhubs and Sf4wiki doesn’t have all the frame data I’m looking for such as forward/back dash, recovery frames on cannon strike, blockstun frames on cannon strike etc etc.

Thanks too bad I was hoping for more thing to after it.

Dash frames: http://shoryuken.com/wiki/index.php/Street_Fighter_IV

Cammy’s srk wiki page has everything else: hitsun/blockstun of strike and its recovery. The only thing that’s missing is frame advantage of Cannon Strike and active frames, both of which depends on Cammy’s altitude. Also, there’s no Spiral Arrow first-hit blockstun/hitstun data.

Edit: just noticed that it says that Cannon Strike knocks down

DELTA RED EDIT: maybe this’ll help as well: http://www.gdward.plus.com/cammyframes.txt

as an add-on to steins question, at what height do we need to connect with cannon strike (air) in order to be at a frame advantage…also, ive found the lk one is more likely to deliver an advantage and be safe on block

I hate repeating myself, but since it’s been ignored.

the effectiveness of her normals is something you gain by experience… in a real match… you will get a feel of what works and what doesnt… range, damage and effectiveness…

but you still can use the comp to learn some cool stuff… if we are talking strictly normal moves:

  • record ken/ryu/akuma to jump over attack (regular or crossup)… now try to knock them off the air with s.cl.HP or s.cl.MP (doesnt work as well as HP)

  • record the comp to do FA back dash or FA lvl2 … now try to get 2 hits or more… you can practice s.far.mp -> HK SA (works well against Abels FA)

  • i’ve read here (somewhere) that c.mp stuffs scissor kick… so you may want to try that too…

  • play around with j.HK/Throw against various jumping attacks…

emmmmm…

c.mk is better to stuff scissor

Honestly, the best way to learn how to use Normals is to just use them. It can be deceiving at times, dying a million times if you are using them against the wrong opponents. For example, I’ve discovered that Stand Roundhouse is a MUCH better poke than Stand Forward, even though they reach similar distances. Can’t quite pinpoint what it is, but Roundhouse just hits really well in comparison. But if you play against someone who Jumps a lot, you will die a horrible death using Stand Roundhouse a lot. So you really have to be careful.

If you wanna try using Record to figure things out, you can program your computer opponent to walk back and forth and just keep hitting random buttons, but make sure you use the good pokes. Like with Ryu, just walk back and forth and hit lots of Low Shorts, Low Forwards, Standing Forwards, Low Strongs, etc. They just try to own up your dummy. You can also make sure you inject extra button presses here and there, so that you Blocking the moves or knocking them down and such will result in slightly modified patterns.

However, the danger of this is that it IS random. And random, frankly, is a bad way to train. For example, Hit-Confirming Low Forward into Drill has become paramount to my Cammy game. It’s what makes her so damn deadly. And when I play people, I can Hit-Confirm the Low Forward correctly like 90% of the time. However, if I put the computer Training Mode dummy on “Random Block”, I can’t do it well at ALL. Oftentimes, the hit confirm comes from just reading the situation and anticipating stuff, whereas random Training Mode dummies are just that: random.

So even learning to fight Normals against a Training Mode dummy programmed to poke randomly will only get you so far. Sadly, the truth is that the best way to learn Normals is to actually use them against a human opponent, particularly one that is great with Footsies. But if you cannot locate such an opponent, it’s really tough to learn Normals.

  • James

Ok so my xbox live account ran out for now so what would i practice in training mode other than combos and TKCS? should i even play versus mode or is it a waste?